Two puzzles, one grid
Every other board on this site is sudoku with something added — a rule about diagonals, about cages, about knights. This one is not. It is a sudoku and a game of battleships laid over each other, and you have to finish both.
The fleet is the standard one: a battleship of four squares, two cruisers of three, three destroyers of two and four single-square submarines. Twenty squares of the eighty-one hold a segment. Ships are straight, they run across or down, and no two of them touch — not even diagonally, at a corner. The numbers down the right-hand side and along the bottom tell you how many ship squares each row and column holds.
The digits are the chart
Left there, the two halves would have nothing to say to each other. You could solve the sudoku without once looking at the counts, and hunt the fleet without once looking at a digit — two puzzles that happen to be printed on top of one another. That is the version this was rebuilt from, and it is the one thing about it we changed.
Here the fleet list gives each ship the digits it sits on, in order. A cruiser announced as reading 4-7-2 must lie on three squares reading 4, 7, 2 — so the grid you are filling in is the chart you are searching. Solve a corner of the sudoku and ships start pinning themselves down; place a ship and you have learned something about three digits.
The sudoku is not the setting for the fleet. It is the map.
Why a clue's strength depends on the ship
The interesting part is how unevenly those clues bite, and it falls straight out of what a sudoku grid is. Measured across fifteen hundred generated grids, a four-square reading like 5-4-2-6 is the only one of its kind on the board 96% of the time, and never turns up in more than two places. A three-square reading is unique 79% of the time. A two-square reading is unique 12% of the time and has been found in as many as eight places at once. And a submarine's clue — a single digit — occurs in nine places, necessarily, because every digit appears nine times on a solved sudoku and that is the definition of the thing.
So a clued battleship gives itself away completely and a clued submarine barely whispers. Generation knows this and takes the strong clues away first: the levels below strip the battleship's digits before the cruisers', the cruisers' before the destroyers', and leave the submarines' till last, because taking those away costs a solver almost nothing.
Both halves have to be puzzles
There is a rule on this site that a variant's extra rule must be load-bearing — strip it away and the puzzle must stop having a single answer, or the rule was decoration. That rule does not apply to this page, and it is worth being straight about why rather than quietly making an exception. It exists to catch a board that claims a rule doing no work, where a player who ignores the rule wins anyway. Nobody wins here by ignoring the fleet, because the fleet is half the task. There is nothing to catch.
What does apply, and what is enforced, is that each half is genuinely a puzzle. The sudoku comes from the same generator every other page uses: dug against a uniqueness check and graded by replaying it with human techniques, so Hard here means what Hard means on the hard page. The fleet is put through a search that enumerates every legal placement its clues admit and counts them — the puzzle ships only if that count is one.
That second check is not a formality. With every digit clue stripped away, the counts alone typically leave five or more legal fleets on the same grid; the clues that survive generation are what cut it to one. It is also the check the implementation this replaces did not make, in either half — and the sudoku half is where that showed. Removing digits blind to a clue target, as it did, leaves a grid with one answer 28% of the time at its easiest setting and, measured over forty grids apiece, never at the other three. Its Hard and Expert grids had hundreds of solutions each. They were not puzzles; they were grids with an answer sheet.
Playing two games at once
A tap has to mean two different things on this board, so there is a switch above the number pad. In the two marking modes a tap writes straight to the square rather than waiting for a number, and the keyboard reaches them too:
- Digits — the ordinary board, where a tap selects and the pad fills.
- Ship — S from the keyboard; a tap claims the square for the fleet.
- Water — W; a tap rules the square out of it.
Marking is one layer and pencil marks are another, so turning either on turns the other off — you cannot half-be in two modes.
A ship square shows as a filled disc and water as a small ring, which is deliberate: the two are told apart by shape before colour, so they survive being looked at quickly, printed in grey, or read by someone who does not distinguish them by hue. Undo covers marks exactly as it covers digits, the mistake counter notices a ship marked on open water, and a wrong claim about the fleet costs you the same as a wrong digit. Water needs no mark to finish: a square you never claimed is not a claim.
The hint button knows both games. It works the sudoku first, because the digits are the substrate; when the technique ladder has nothing left to say it turns to the fleet, where it will point out a row whose count is already satisfied, a row with exactly as many free squares as it still owes, or the move this variant exists for — a ship whose reading has one place left to be. Only one of those needs the grid. It is the one worth waiting for.