TRZ Battleship
Why We Picked TRZ Battleship
Two hidden grids and one shot per turn: the whole game is a deduction problem dressed as a shooting match. Every miss narrows the sea, and every hit gives you a small cluster of squares worth probing next. It is turn-based and unhurried, which makes it a better fit for a second screen than for a full afternoon; on 1,806 plays, it is a plain version of a good idea, and the plainness is the appeal.
How to Play
Three things decide whether a run here goes well:
- Call one square per turn and note whether it reports a hit or open water.
- Sink every enemy ship before your own fleet is gone, one confirmed hit at a time.
- After a hit, work the neighboring squares instead of going back to a wide search.
Editor’s Note
It suits a slow turn-based session and anyone who likes keeping notes in their head. The page explains the objective and little else, so the strategy is yours to work out.
Written by the UGFJD editorial team for this page. The publisher’s own description follows below, unedited.
Publisher Description
Supplied by the game’s publisher; reproduced as-is.
In alternate turns, you must guess the positions of all enemy ships, one shot at a time, and defeat them all. But do it before the opponent annihilates all yours!

