
Most of us are familiar with a certain classic not-to-be-named ship-sinking game, which taught many of us how to read a grid, detect patterns and, of course, try to detect when others might be lying. This naval-themed showdown pits two players against each other as they race to take down the opponent’s fleet through simple questioning and a process of elimination. With the right spin, this simple game can become a fun way to hone marksmanship skills. The one I detail here is from 782 Gunworks (782guns.com) and has quickly become my preferred way to evaluate custom-built precision handguns and rifles like theirs. I’ll discuss a few variations as well.
Setup
This is a relatively static exercise, so it can be played at just about any shooting range. Setting up a game requires two sheets of graph paper and the ship game itself. Players can each use their preferred firearm or, as they’ll take turns, share the same one and thus eliminate any edge that might come from a more-accurate gun or platform. A target distance must then be agreed upon (this is a more-difficult shooting game than you might originally think, so I’d recommend starting close), as well as a shooting position. The size of the grids, the skill of the contestants and the accuracy of the firearms ought to play a heavy role in these parameters.
Once firearms, shooting position and target distance are settled, the next step is for each shooter to label the edges of their graph paper to create an impact board that mimics the gameboard. Typically, this would be the numbers 1-10 across the top and the letters A-J along the side. Once the grid boards are created, they are to be hung down range in the approved target area. It’s important to place your opponent’s impact grid directly in front of you to help ensure your bullet strikes the backstop (not the floor or ceiling) and to keep track of where you are supposed to be shooting. Putting a name on it also helps.
Gameplay
Before loading any firearms, each player will position their fleet on their individual game boards, just as they would normally. Once all of the boats are placed, shooters will take turns alternating single shots into their opponent’s impact grid target. To keep everyone honest, the shot must be called before pressing the trigger. Should a player call a shot and then miss, that impact does not count. It’s easiest to keep track of these errant shots on the firing line with a pen and pad, but feel free to call ceasefires to repair the damage. Should you feel that this is happening too frequently, consider it a sign that you need to bring the target closer or switch to wider-spaced graph paper. When the shooter successfully lands a called shot that correlates with an enemy ship, that player must put a peg in it. Once a ship has all the pegs it can hold, it is out of play, and your opponent is one step closer to winning. The match is over when one player sinks all of their opponent’s ships or, for a lower round count, just the battleship.
Variations
One of my favorite aspects of this game is its flexibility. The first variation of this game is to use targets designed for a warship game (as shown). Each person then chooses a color and simply tries to destroy the other person’s ships, turn by turn, until the most-accurate shooter wins. You could also use this type of target and limit the number of shots you can fire to 33 (the number of shots required to sink all ships) and see how many you can sink with limited attempts. The target I chose has a few extra spots—sunk mines, perhaps, which you could use to subtract additional points if they are hit.
Being that the gameplay is the same at three yards as it is at 100, it can become a training vehicle for either pistol or rifle work. On the same note, it can be used to perfect shooting positions that are overlooked or even force some practice with the weak hand. Faster speeds can also be introduced, only validating a hit if it is delivered within a pre-determined time; or you could use the timed turning-target option if your range offers it.
The game becomes even more challenging if you draw from a holster or present from a sling. Finally, if the two competing shooters have a significant skill-level gap (e.g., when teaching a young person), you can place the better shooter’s target farther away. With minimal equipment and a little ingenuity, this game can offer years of shooting fun, just so long as everyone remembers to shoot their own target, tell the truth and, of course, overlook the fact that, in real life, boats move.