⛵ Battleship Puzzle

Use number clues to find every hidden ship!

⛵ How to Solve a Battleship Puzzle (Bimaru)

A Battleship puzzle hides a fleet of ships on a grid and gives you two rows of numbers: how many ship squares sit in each row and each column. From those counts, and the rule that ships never touch, you work out where every ship is. The puzzle goes by several names: Bimaru, Battleship Solitaire, Solitaire Battleships and Yubotu. They are all the same game.

📋 The Rules

A solved 6×6 Battleship puzzle: a three-square ship, a two-square ship and two one-square submarines, with every number on the edge equal to the ship squares in its row or column and no two ships touching
A solved 6×6: every number counts the ship squares in its line, and every ship has water all the way around, corners included.

⚓ Not the Board Game You Know

The two-player board game is about calling shots and hearing "hit" or "miss". The puzzle has no opponent and no luck: the numbers on the edges tell you everything, and the job is to read them. Three habits from the board game will trip you up. The clues count squares, so a row marked 3 might hold one three-square ship or three submarines. The fleet is the one listed on this page, not the five-ship set from the box. And ships here can't sit side by side, which the board game usually allows.

🧭 Solving Techniques, in the Order You Need Them

Steps 1 to 4 finish every Easy puzzle here, steps 5 and 6 are what Medium adds, and step 7 is what Hard adds.

1. Water the zeros. A row or column marked 0 holds no ship at all, so every square in it is water. Do this first, every time. Every board on this page has at least one zero line, and they average about three.

2. Read the revealed pieces. A revealed end piece is rounded on one side and flat on the other: the square past its flat side is ship, and its other three sides are water. A submarine has water on all four sides. A middle piece is the odd one: it is a plain square, so it tells you the ship runs on through it, but not whether across or down. If one of those two ways is blocked by water or the edge, it is the other.

Two copies of a 10×10 Battleship board. Left: a revealed end piece, middle piece and submarine are circled and labeled. Right: the end piece's three closed sides are water and the square past its flat side is ship, the submarine has water on its sides, and the middle piece has water on its four corners and question marks on its four sides
An end or a submarine settles all four of its sides. A middle piece only settles its corners: the ship goes across or down, and another clue has to say which.

3. Fill the full lines. Once the water is in, look for a line where the number equals the squares still open in it. A row marked 3 with exactly three squares left open has no choice: all three are ship.

Two 8×8 Battleship boards. Left: the zero clues circled, one row and five columns. Right: those lines filled with water, and the two rows marked 3 that are left with exactly three open squares filled with ship
Zeros first. Once the water is in, two rows marked 3 have exactly three open squares each, so they fill themselves.

4. Water the corners. Because ships never touch diagonally, the four corner neighbors of any ship square are water. The squares directly beside it are a different matter: the ship may carry on there, so leave them open until another clue decides them.

An 8×8 Battleship board with one ship square placed near the lower right, its four diagonal neighbors marked as water and circled, and its four side neighbors marked with question marks
The corners of a ship square are always water. The sides stay open: the ship could continue in any of them.

5. Close off finished ships. When a run of ship squares is as long as the biggest ship you still need, or it has water at both ends, it is a whole ship. Put water on the square past each end and cross it off the fleet.

6. Find where the biggest ship fits. This is the technique that breaks a Medium stall. List the ships you haven't placed, take the longest, and look for every run of open squares long enough to hold it, in a line whose number has room for it. Often there are only one or two. If the only gap for a four-square ship is five squares long, it starts at one end or the other, and the middle three squares are ship either way. The same goes for any square no remaining ship can reach: it is water.

An 8×8 Battleship board partly solved, with the column clue 5 circled. The only place left for the four-square battleship is a five-square run in that column; its two possible positions are dashed, and the three squares they share are circled
After steps 1 to 4, the battleship has one gap left. Whichever end it starts at, the middle three squares are ship.

7. Ask "what if?" This is the Hard step. When nothing above is forced, pick an open square and suppose it is ship. Follow only the quick consequences: its corners become water, and lines fill or empty. If that leaves some row or column unable to reach its number, the square can't be ship, so it is water. It is one step of checking, not guessing: you never go deeper than the first round of consequences.

Two copies of an 8×8 Hard Battleship board where Medium techniques have stalled. Left: one open square in row 3 marked with a question mark. Right: that square supposed to be ship, the two squares at its upper corners turned to water and circled, and the row 2 clue of 3 circled because only two open squares remain in that row
If the marked square were ship, its corner water would leave row 2 with two open squares for a count of 3. So it is water, and the board moves again.

8. Repeat. Every new ship square brings new corner water, and every new water square can turn a line full. Go back to step 1 after each discovery.

🧩 Stuck? On Medium you have almost always skipped step 6: write down which ships are left, take the largest one, and count the places it can still go. On Hard, look for a square next to a nearly full row or column and ask what its corner water would do.

⚠️ Common Mistakes

📐 Sizes, Fleets and Levels on This Page

The 10×10 uses the standard puzzle fleet. The smaller boards use trimmed versions of it:

The level decides which techniques a puzzle needs, not how much it shows you. The generator starts from the row and column numbers alone and runs a solver that knows only the techniques for the chosen level. Wherever that solver gets stuck, it reveals one square, until the solver can finish. Then it takes back every reveal the solver can do without. A puzzle the level below can also finish is thrown away, so:

We checked this on 1,800 generated puzzles, 200 of each size and level. A separate brute-force checker, which tries every possible fleet, found exactly one answer for every one of them, and it was always the answer the game holds.

BoardSquares revealed at the start (average)Boards that start with nothing revealed
6×6 Easy1.54%
6×6 Medium1.019%
6×6 Hard0.371%
8×8 Easy3.10.5%
8×8 Medium2.01%
8×8 Hard1.312.5%
10×10 Easy5.90%
10×10 Medium4.80%
10×10 Hard4.10%

Two things in that table are worth knowing. A Hard board isn't hard because it shows you less: a 10×10 Hard shows more than a 6×6 Easy. It is hard because of the step it needs. And most 6×6 Hard boards give you nothing but the numbers, which is a good test of whether steps 1 to 7 really are enough. They are.

🎮 How to Play on This Page

🌎 Where Battleship Puzzles Come From

The puzzle was invented in Argentina by Jaime Poniachik and first printed in 1982 in the magazine Humor & Juegos, under the name Batalla Naval. It reached an international audience at the first World Puzzle Championship, held in New York in 1992, and GAMES magazine began running it in 1993. Bimaru and Yubotu are names other publishers print it under; Battleship Solitaire and Solitaire Battleships are the usual English ones.

🧒 Starting Younger Players

The 6×6 Easy board is a good first logic puzzle for a child who can count to seven. There are four ships, and every one of those boards comes out with four rules a child can say out loud: zeros are water, a full line is ship, the corners of a ship are water, and a revealed piece shows which way its ship goes. The green numbers confirm each line as it is finished, and because there is only one answer, the win message always comes when the board is right.

Start on 6×6 Easy, water the zeros, and see how far the corners take you. ⚓

Written and reviewed by

How we make and test puzzles: generation, solvability, difficulty labels, player review, and corrections.