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Naval Battle variant

Shoot again on a hit

A hit or a sinking earns another shot right away, so a good guess can turn into a long run of fire, and only a miss hands the turn over.

What is Shoot again on a hit?

With shoot again on a hit, a turn is not limited to one shot. After every hit, and after a sinking too, you fire again, and you keep firing until a shot misses. Only then does the turn pass to your opponent.

A hit tells you where a ship lies, and now you can follow it up straight away instead of waiting a turn, so ships are often found and sunk in a single run of fire. That makes a lucky first hit worth much more and lets a player who falls behind catch up quickly. If your run of hits sinks the last enemy ship, the game ends there and you win.

Rule changes

How Shoot again on a hit differs from standard Naval Battle
After a hitStandard Naval BattleThe turn passes to your opponent.Shoot again on a hitYou fire again, after a sinking too.
End of the turnStandard Naval BattleAfter every shot.Shoot again on a hitAfter a miss, or after a mine when mines are on.
With SalvoStandard Naval BattleSalvo is off.Shoot again on a hitCan't be combined: when Salvo is on it takes priority and every volley ends the turn.
Other optionsStandard Naval BattleA 10×10 grid, the classic fleet and no mines.Shoot again on a hitShoot again works with every grid size, with the classic or the Russian fleet and with mines.

History

Shooting again after a hit is the usual rule of Morskoy boy, the sea battle game played on notebook paper in Russia and other countries of the former Soviet Union: a shot that hits or sinks a ship gives the shooter the right to one more shot, and a miss ends the turn. Many players elsewhere use the same house rule.

The usual English-language rules simply alternate turns, one shot each, whatever the shot hits, and that is the standard game on this site.

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