PATSH GAMES

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Sink the enemy fleet. Racing, action, puzzles and duels to enjoy on phones or computers.

How to play: Sink all 3 enemy ships before all 3 of yours are sunk. Each fleet has ships of lengths 3, 2 and 2 on a 6 × 6 chart. Fire at an untried enemy cell or spend a sonar charge, then the opponent takes a turn. Waiting never wins a mission. Deploy your fleet: Place straight ships of 3, 2 and 2 cells on the 6 × 6 chart. Ships may touch but cannot overlap or leave the chart. Select a starting cell, then confirm placement. Sonar: Optional: 2 scans per mission. A scan uses your whole turn. It counts all occupied cells in the center and its valid up, down, left and right neighbors, including cells already hit or sunk. Corners cover 3 cells, edges 4 and the interior 5. The highlighted zone is the exact area counted; the count stays valid throughout the battle. Each center can be scanned only once. Choose a chapter: A fresh run starts at chapter 1. Win a mission to unlock the next chapter; earned chapters remain selectable. Resume keeps a valid saved mission. Older saves keep their original fleets and shots, but do not create campaign victories. The new campaign has 12 distinct opponents; these chapters are new content, not recovered old levels. Guide, chapters and sound: Tap an enemy square to fire. Aim then confirm: Tap or click a cell, then use Place ship, Fire or Scan. Rotate changes placement direction. Tab moves between controls; Enter or Space activates them. Inspect your fleet switches the main chart for a clearer view. Return to enemy waters to act. Your turn has no time limit; only the opponent’s reply has a short delay.

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