Battleship is a game of guessing, strategy, and logical thought. Students use their mathematical knowledge to set up their ships; then play against another person to be the first to sink their opponent's ships. Below are instructions for one version of the game Battleship.
Setting up your ships
To start, set up your grid so that it will be consistent for all players. Set the x-axis and y-axis to go from -15 to 15.
You will get three ships. The ships will be inputted as linear equations into desmos in the form of y = mx + b. For example y = 4x – 2. To determine the length of your ships you will need to either set the domain (x-values) or range (y-values) with the domain or range being 2 units, 3 units, and 4 unit intervals. (See example below).
Playing the game
You will alternate turns until all of your opponent's ships are sunk. Your torpedoes to sink your opponent's ships will come in the form of circles. If any part of the circle or inside of the circle touches a ship, that ship is sunk. The torpedoes will have different radiuses based on a roll of the dice. You will roll the dice before every turn.
If you roll a:
1- radius of 1
2 - radius of 2
3- radius of 3
4 – radius of 4
5 – radius of 5
6- radius of 6
You get to pick the center of your circle which can be any point in the grid. For the equation of a circle, the center of the circle is (h , k) and the radius is r.
The example below shows two hits and one miss. It will likely take more turns to sink ships, but this is just an example. The equations for each circle are inputted into desmos in the fourth, fifth, and sixth, lines. You should keep track of your opponent's equations in one Desmos window and your equations in another Desmos window.
Click on the following link for other versions of Battleship that can be played with Desmos.
Stohlmann, M. (2017). Desmos battleship. The Australian Mathematics Teacher.