Captains & Admirals Tournament Edition

A naval free-for-all for two to four captains. Hide your fleet, choose who to fire on, and be the last one afloat. Play up to four rounds, each on a bigger sea with heavier weapons.

Players
2 to 4, online
Fleets
Military Navy or Pirate Fleet
Length
1 to 4 rounds, set by the host
Firing rule
Chain Fire or Strict 1‑Shot
The Tournament Edition host setup screen: the game title, a Military Navy versus Pirate Fleet banner, theme choice cards, a Chain Fire or Strict 1-Shot rule choice, tournament rounds from 1 to 4, and a Commence Tournament button.
The host picks a fleet theme, a firing rule and the number of rounds, then commences the tournament.

How a match works

Every captain deploys a fleet of five ships on a hidden grid. You can place them yourself, rotating each ship as you go, or press Auto Deploy. Then press Ready Armada. When everyone is ready, the battle begins and captains take turns firing.

You see two grids. The left one is your Friendly Waters: your own fleet, plus every hit and miss from every opponent. The right one is the Hostile Waters of whoever you are targeting. A row of tabs across the top lists each opponent still afloat, and you can switch targets at any time, even in the middle of a chain of shots.

On your turn

  • Pick an opponent from the tabs, pick a weapon, and aim at a square on their grid.
  • Your ships are hidden from the other captains. Everyone sees a ship only once it is sunk.
  • You can only fire at squares you have not already tried against that opponent.
  • Need to bow out? The flag button forfeits your fleet.

When a fleet goes down

  • A captain whose five ships are all sunk is eliminated and spectates the rest of the round.
  • The round ends the moment only one fleet is left. That captain wins the round.
  • Eliminated captains are back with a brand-new fleet when the next round starts.

Firing rules

The host chooses one of two rules before the tournament starts, and it applies to everyone. With Chain Fire, scoring a hit earns you another shot. With Strict 1-Shot, turns alternate and you fire exactly once, hit or miss.

Fleets and weapons

The host picks one theme for the whole match. The Military Navy sails modern steel warships: carrier, battleship, cruiser, submarine and destroyer. The Pirate Fleet sails wooden ships: frigate, brig, sloop, longboat and rowboat. The theme changes the look, the sound and the names of the weapons, not the rules.

Weapons by fleet
What it doesMilitary NavyPirate Fleet
Standard shot at one square (always available)Standard shotStandard shot
3x3 blastNaval MinePowder Keg
Sweeps a full rowTorpedoHarpoon
Scans a 3x3 area for hullsSonar PingWhirlpool

Special weapons are limited. You get more of them, and new kinds, as the rounds go on.

Up to four rounds, each on a harder sea

A tournament always starts at Round 1 and works upward. Every round gives everyone a fresh fleet, the same starting arsenal, and a bigger challenge. A tournament of two rounds plays the first two seas, and so on, so only the full four-round tournament reaches the Grand Armada Trench.

The four rounds
RoundSeaGridEvery captain starts with
1Cadet Waters10x10Standard shots only
2Black Powder Bay10x101 mine or powder keg
3Stormy Atolls12x122 mines or powder kegs, 1 sonar ping or whirlpool
4Grand Armada Trench12x122 mines or powder kegs, 1 torpedo or harpoon, 1 sonar ping or whirlpool

Who wins the tournament

After each round you see the standings, ranked by rounds won and then by total points. You earn points in battle, and winning a round earns a bonus. When the last round ends, the captain with the most round wins is the tournament champion. If that is tied, total points break the tie, and if the points are level too, the champions share the title.

Screenshots

Round 4 of 4 in Grand Armada Trench on a phone: a row of opponent tabs at the top, the player's own grid on the left with hits and misses, the targeted opponent's grid on the right, and a dock of weapons along the bottom.
Round 4 on a phone. Opponent tabs sit across the top, your waters on the left, your target on the right, and your weapons along the bottom.
The round summary after Round 1 of 4: the round victor, tournament standings ranked by wins and total points, and a Start Round 2 button for the host.
The round summary shows the winner and the tournament standings, and the host starts the next round.
The in-game How to Play panel summarizing the free-for-all rules, secret ship layouts, dual grids, target selector tabs, special weapons and elimination.
A short How to Play panel is built into the game for anyone joining for the first time.

Start a tournament

  1. Open the game and press Play now.
  2. Press Invite and send the link to one to three friends.
  3. Each friend opens the link and accepts. They appear in the lobby as they join.
  4. The host chooses a fleet theme, a firing rule and the number of rounds, then commences the tournament. These choices lock for everyone once it begins.
  5. Everyone deploys a fleet and presses Ready Armada. Combat starts when all captains are ready.

Questions

Can I play without friends?

Not in the Tournament Edition, which needs at least two people. The solo game plays against a computer admiral.

Do I need to play the solo game first?

No, but it is a gentle way to learn the grids, the weapons and the deployment screen before a match with other people.

Does it work on phones and tablets?

Yes. The game has a layout for phones and tablets as well as desktop browsers, and everyone plays from their own device.

What happens when my fleet is sunk?

You spectate until the round ends, then join the next round with a new fleet.

Can the host change the settings during a tournament?

No. The theme, the firing rule and the number of rounds lock in once the tournament commences.