SALVOPLAY NOW

THE RULEBOOK

SALVO Rules

Every rule of SALVO in one place, exactly as the game plays them.

IN ONE PARAGRAPH

What is SALVO?

SALVO is a free naval strategy game for two, played in a web browser. Each captain hides five ships on a 10 × 10 ocean. Every round, both captains aim at once and both salvos land together: one shot for every ship still afloat, so each ship you lose costs you a shot. Every ship has a special it can use once a game, the water hides loot that adds or removes shots, and online battles are rated. Sink all five enemy ships to win.

New to it? Start with how to play SALVO, then the SALVO strategy guide.

BOARD AND FLEET

The board, the fleet and deployment

Each captain has a 10 × 10 ocean, columns A to J and rows 1 to 10, so C5 is column C, row 5. Both fleets are the same five ships, 17 squares in all:

ShipSquaresSpecial
Carrier5Recon flight
Battleship4Heavy shell
Cruiser3Sonar sweep
Submarine3Dive
Destroyer2Depth charges
  • Ships lie horizontally or vertically, never diagonally.
  • They never overlap, but they may touch.
  • You know your rival's ships and sizes, never where they are.

Deployment

You start with a random layout and have 60 seconds to change it: drag a ship to move it, tap or click it and press ROTATE (or R) to turn it, SHUFFLE for a new random layout, READY to lock yours in. When time runs out, the layout you have stands. Online, the battle starts once both captains are ready or the 60 seconds are up.

EACH ROUND

Rounds and salvo size.

Your salvo is one shot for every ship you still have afloat, plus or minus loot from your last salvo.

Ships afloatNo lootFound a crateHit a mine
5564
4453
3342
2231
1121

Aiming and firing

  • Both captains aim during the same 25 seconds: tap or click squares on the enemy ocean, one shot each.
  • Each shot needs its own square, one you haven't fired at before.
  • FIRE (or Enter or Space) sends the salvo once every shot is aimed; Escape clears your aim.
  • If the clock runs out first, the shots you aimed are fired and the rest are lost. Nothing is aimed for you, and a salvo sent just as time runs out still counts.

Both salvos land together

The round resolves once both captains have fired or the 25 seconds are up; you see when your rival has fired, never where. Both salvos land at once. A ship sinks when all its squares are hit, but a ship sunk this round has already fired its shot (and its special): you lose its shot from the next salvo on.

RESULTS

What each shot tells you

Each shot comes back as a hit or a miss. A hit never says which ship it struck; you learn that when the ship sinks.

  • Miss: open water, sometimes with loot.
  • Hit: part of a ship is on that square.
  • Sunk: the ship's last square was hit, and you see which ship it was and its whole position.
  • Contact: your shot passed over a diving submarine. No damage, but now you know where it is, and you can fire at that square again. A radar buoy also gives you a contact.
  • A number: what a recon flight or sonar sweep counted, the enemy ship squares not yet hit in its area.

On your own ocean you see every enemy shot land, which ship it hit, and any loot your rival finds there.

A1B2C3D4E5F6G7H8I9J10
The enemy ocean mid-battle: misses (dots), hits on a ship not yet identified (F5, F6), a sunk Destroyer revealed at B2 to C2, and this round's aimed shots (gold rings).

SPECIALS

Five specials, once a game.

Each ship has one special: usable once a game, only while that ship is afloat, and paid with shots from that round's salvo.

ShipSpecialCostAreaEffect
CarrierRecon flight1 shotThe 3 × 3 square around the aimed squareCounts the enemy ship squares not yet hit: a number, not positions.
BattleshipHeavy shell2 shotsA plus: the aimed square and the four next to itFires at all five squares. The aimed square must be one you haven't fired at.
CruiserSonar sweep1 shotThe aimed square's whole row (10 squares)Counts the enemy ship squares not yet hit: a number, not positions.
SubmarineDive1 shotNone (your own submarine)This round, enemy shots pass over your submarine, heavy shell included. Depth charges still hit it.
DestroyerDepth charges1 shotA horizontal line of three: the aimed square and the squares left and right of itFires at all three squares and finds a diving submarine. The aimed square must be one you haven't fired at.
A1B2C3D4E5F6G7H8I9J10

Recon flight: 3 × 3

A1B2C3D4E5F6G7H8I9J10

Heavy shell: plus of 5

A1B2C3D4E5F6G7H8I9J10

Sonar sweep: row 5

A1B2C3D4E5F6G7H8I9J10

Depth charges: line of 3

The four specials with an area, each aimed at E5 (gold ring). Recon and sonar count the enemy ship squares in the shaded area; the heavy shell and depth charges fire at every shaded square.

Rule notes

  • Once a game, while afloat. A damaged ship can still use its special; a sunk ship's unused special is lost.
  • Paid from the salvo. A heavy shell in a five-shot salvo leaves three ordinary shots. Several specials can share one salvo.
  • Skipped squares. Heavy shell and depth charge squares you already fired at are skipped, and areas stop at the board's edge (a recon flight at A1 covers four squares); the cost stays the same.
  • Counts come last. Recon and sonar can be aimed at any square. They count after all your shots that round have landed, so squares you hit in that salvo, and sunk ships, don't count.
  • What your rival sees. Where your recon flight or sonar sweep went, never the count. Never your dive, unless one of their shots passes over the submarine, which gives its position away.

LOOT

Loot in the water

Each ocean hides seven pieces of loot on open water, placed at random. You find loot in your rival's ocean: any shot that misses into a loot square picks it up, heavy shell and depth charge squares included.

LootNumberEffectTakes effect
Supply crate3+1 shotYour next salvo
Mine2−1 shot, never below oneYour next salvo
Radar buoy2Reveals one square of an enemy ship that you haven't hit yet (a contact)At once, with that round's results
  • Loot lies only where there is no ship, so a hit never finds any.
  • Loot found by one salvo adds up and lasts one salvo: two crates make +2, a crate and a mine cancel out.
  • You are told when your rival finds loot in your water.

WINNING AND FAIR PLAY

How a battle ends

You win when all five enemy ships are sunk. If both fleets go down in the same round, it is a draw. The clocks and the online fair-play rules:

SituationWhat happens
Deploying60 seconds; when time runs out, your layout stands.
Aiming25 seconds a round; shots not aimed in time are not fired.
Three salvos in a row with nothing aimedYou have left the table: you forfeit.
Your connection dropsThe battle pauses; come back within 45 seconds or you forfeit.
You leave, even during deploymentYou resign, and your rival wins.
Both captains idle for three salvosA draw, and no rating changes.

Forfeits and resignations are rated like any other result.

RATINGS

Ratings and the computer

Every captain starts at 1000, and every finished online battle moves both ratings, chess-style (Elo).

  • Quick Match, open battles and friend challenges all count; games against the computer never do.
  • A battle moves a rating by at most 32 points, and the loser drops what the winner gains: 16 between equal ratings, more for beating a stronger captain, less for a weaker one.
  • A draw counts as half a win: it changes nothing between equals and lifts the lower-rated captain a little.
  • The leaderboard shows the top 20 captains, and your own rank after your first online battle.

Playing the computer

The computer plays by the same rules, clocks, specials and loot, and its dive is hidden like any rival's. It aims instantly and plays like this:

  • Fires at random until it hits a ship.
  • Then fires at the squares next to each hit on a ship it hasn't sunk.
  • Brings its heavy shell and depth charges down on a ship it has wounded.
  • Dives its submarine once the submarine has been hit.
  • Never uses recon or sonar.

In the game you sign in first, even for the computer; the practice round on the home page needs no sign-in.

ORIGINS

Where SALVO comes from

SALVO grew out of the Salvo variant of Battleship, where you fire one shot for each of your ships still afloat instead of one shot a turn. SALVO keeps that idea and builds its own game on it. It is independent, and not affiliated with or endorsed by Hasbro, which owns the Battleship trademark.

RuleClassic BattleshipSALVO
Shots per turnOneOne per ship afloat, plus or minus loot
Turn orderPlayers take turnsBoth aim at once; the salvos land together
What a hit tells youHit or missHit or miss, never which ship; a sunk ship is revealed
SpecialsNoneOne per ship, once a game
LootNoneSupply crates, mines and radar buoys
DrawsNot possibleBoth fleets sunk in the same round
RatingsNoneElo from 1000, top 20 leaderboard

QUICK ANSWERS

Captain’s
questions.

What is a salvo?

A salvo is all the shots you fire in one round: one for each of your ships still afloat, plus or minus loot from your last salvo. Both captains aim in the same 25 seconds, and both salvos land together.

How many shots do I get each round?

One per ship afloat, so five at the start. A supply crate found by your last salvo adds one, a mine takes one away, and you always get at least one.

Does a hit tell me which ship I hit?

No, only that a ship is on that square. You learn which ship it was, and its whole position, when you sink it.

What happens if both fleets sink in the same round?

It is a draw: both salvos land together, so the last ships on both sides can go down at once. Online, a draw counts as half a win in the ratings.

Can I use a special twice?

No. Each ship's special works once a game, and only while that ship is afloat; if the ship sinks first, its special is lost.

Is SALVO the same as Battleship?

No. SALVO is an independent Battleship-style game based on the Salvo idea of one shot per ship afloat, with its own rules: simultaneous rounds, specials, loot and ratings. It is not affiliated with or endorsed by Hasbro, owner of the Battleship trademark.

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