Game rules
Paper Battleship Rules
Paper Battleship needs nothing but two grids, two pencils, and a screen or book propped up between players to block each other's view — every ship's exact position is a secret only its owner knows, and the entire game is built around calling coordinates blind and reading whatever thin feedback comes back.
Setup
Each player draws two identical grids on their own sheet of paper, columns lettered and rows numbered, one grid to secretly place their own fleet and a second to track their guesses against the opponent's hidden fleet. Each player privately marks out their fleet — a fixed set of ships of different lengths (commonly a 5-space carrier, 4-space battleship, 3-space cruiser and submarine, and a 2-space destroyer) — anywhere on their own placement grid, horizontally or vertically, with no ship allowed to overlap another.
Playing a Turn
Players alternate calling out a single coordinate (like "D-5") from their guessing grid, aimed at where they believe part of the opponent's fleet is hidden. The opponent checks their own placement grid and responds with exactly one of three answers: "miss" if nothing's there, "hit" if a ship occupies that square, or "sunk" (along with which ship) if that hit was the very last remaining unmarked square of an entire ship. Both players mark the result on their own guessing grid to track what they've already learned.
Winning
The game ends the instant one player has called out every single square of the opponent's entire fleet, sinking every ship. Because the only information either player ever receives is this single hit/miss/sunk response per guess, an entire game plays out purely through gradually building a mental (or paper) map of probable fleet locations from an accumulating string of these narrow answers.
Reading Real Signal From Thin Feedback
Because a "hit" alone reveals only that one square is occupied, without saying which ship or in which direction it extends, skilled players immediately follow up an unresolved hit by guessing adjacent squares in a cross pattern rather than jumping to a random new area of the grid — a hit that isn't immediately followed by a "sunk" response strongly suggests a longer ship still extends in one of those four directions, and chasing that thread down is almost always a better use of a turn than a fresh blind guess elsewhere.
Fleet Placement Strategy
Since the entire game hinges on hiding position information, spreading ships apart from each other (rather than clustering them, which lets a single unlucky hit reveal information relevant to multiple ships at once) and avoiding predictable placement patterns (always along grid edges, or always in straight lines through the center) both meaningfully reduce how quickly an opponent can build a useful mental model of your fleet from early guesses.
A Paper Ancestor of a Well-Known Commercial Game
This grid-based, hidden-fleet, call-and-respond format predates and closely parallels the commercially produced pegboard version many people know by a trademarked name — the pencil-and-paper version described here uses the same fundamental "hidden grid, called coordinates, hit or miss" mechanic entirely independent of any specific licensed board or plastic pegs, and it requires nothing more than paper, making it one of the more durable folk-game formats that a commercial product later formalized rather than invented from scratch.
Variants Worth Knowing
A "salvo" variant has each player call out several coordinates per turn instead of just one (often matching the number of ships they still have afloat), which speeds the game up considerably and shifts strategy toward broader area coverage rather than methodical single-square probing. A larger-grid variant with a bigger fleet extends game length and rewards more careful placement strategy, since there's simply more space for ships to genuinely hide in.
The Disagreements This Game Actually Produces
The most common real dispute is a player accidentally or deliberately misreporting a hit as a miss — since the entire format runs entirely on trust with no independent way to verify the opponent's grid mid-game, this is really the only real point of friction the game can produce, and it's resolved purely by the two players' honesty with each other rather than any enforceable rule.
Questions People Still Ask Mid-Game
Can ships be placed diagonally instead of strictly horizontal or vertical? Standard rules restrict placement to straight horizontal or vertical lines only; diagonal placement is a deliberate, uncommon house variant rather than the default.
Does a player have to reveal which specific ship was sunk, or just that something was? Standard etiquette calls for naming which ship was sunk once its last square is hit, which gives the attacking player useful information about how many ships (and of what remaining lengths) are still afloat.
What happens if a called coordinate is called again later in the game by mistake? Most groups simply have the defending player repeat whatever the original result was, since re-guessing an already-revealed square wastes a turn but isn't otherwise against any rule.