Setup
Each player's fleet consists of 36 tokens: 26 ships, 4 shore batteries, and 6 mines.
Each player commands a fleet of 36 tokens of their chosen color: 26 ship tokens (of various types including Battleship, Cruiser, Submarine, Minesweeper, Missile Ship, Destroyer, Escort, and Landing Ship), 4 shore battery tokens, and 6 mine tokens. Each unit has three parameters listed on the help card: 'destroys what', 'destroyed by', and 'range'.
General
There are nine unit types: Battleship, Cruiser, Submarine, Minesweeper, Shore Battery, Missile Ship, Destroyer, Escort, Landing Ship, and Mine.
The nine unit types are: Battleship, Cruiser, Submarine, Minesweeper, Shore Battery, Missile Ship, Destroyer, Escort, and Landing Ship, plus Mine tokens. Each ship type has a unique symbol on its token. Each unit type has specific parameters defined on the help cards: what it destroys, what destroys it, and its movement/attack range. Mines are passive units and not ships.
General
Unit types are hidden from the opponent; tokens are placed symbol-side down except shore batteries.
All unit tokens are placed and moved with their symbol face-down so the opponent cannot identify the unit type. The exception is shore battery tokens, which must always be placed with the sticker (symbol) facing the opponent. During movement, a player may move a unit fewer fields than its maximum range in order to mask its unit type.
General
The board is a grid divided into two player port areas (behind fortification lines), home sea areas, and a central neutral waters zone.
The board depicts the sea between two opposing ports. Each port is located behind a line of protective fortifications. In the center of the board is a neutral waters zone illustrated as an island chain with harbors. The entire board is divided into a grid of fields used for movement and positioning.
Restriction
Fortification lines cannot be crossed or attacked over by any unit, except shore batteries and missile ships which can attack over them.
The line of fortifications separating each port from the sea cannot be crossed by any unit. No unit may attack over a fortification line except for shore batteries and missile ships, which have the ability to attack across fortification lines. Units can only enter or exit a port through the two designated port exits (marked with walls perpendicular to the shoreline).
Movement
Units can only enter or exit a port through the two designated port exits.
Units may only enter or exit a port through the two port exits, which are marked with walls perpendicular to the shoreline. No unit may cross a fortification line at any other point. Enemy ships can only enter a port if both shore batteries guarding an entrance have been removed.
Movement
Units move in any direction including diagonally, up to their range in fields, and cannot pass through or stop on occupied fields.
On their turn, a player may move a unit in any direction on the grid, including diagonally. The 'range' parameter on the help card defines the maximum number of fields the unit can move in a single turn. A player may move fewer fields than the maximum to mask the unit type. Units cannot stop on or pass through fields occupied by any other unit (friendly or enemy). The same movement rules apply both inside the port and on the open sea.
Restriction
Units may freely enter neutral waters but must leave within three turns or be removed from the board. No attacks or mine-laying are permitted in neutral waters.
Units can freely navigate the neutral waters zone at the center of the board using standard movement rules. However, a unit must leave neutral waters within three turns of entering. If a unit remains in neutral waters for more than three turns, it is immediately removed from the board (this removal does not count as the player's move). Additionally, units located in neutral waters cannot attack or be attacked by enemies, and players may not lay mines in neutral waters.