Fleet Duel
Fleet Duel combines a hidden-fleet strategy game with Study Set recall. Students search a grid using sonar clues, then must answer correctly to turn a contact into a confirmed hit.
The game separates finding a ship from earning the hit: good searching helps, but knowledge completes the attack.
Before you add Fleet Duel
- Select one Study Set or Question Set. Items may repeat during a longer battle.
- Choose the grid size and number of fleet targets. Smaller grids make a shorter, more accessible game.
- Decide whether the enemy returns fire after a wrong answer and set an appropriate time limit.
- Use clear definitions, images, or question prompts for the contact questions.
How students play
- Choose a square on the enemy grid and fire.
- A miss provides a hot, warm, or cold sonar clue to help locate the nearest ship.
- When a shot makes contact, answer the Study Set question.
- A correct answer confirms the hit. A wrong answer deflects the shot and may allow the enemy to return fire.
- Use the sonar information to find and sink the remaining fleet before time runs out.
Classroom multiplayer
In Deck.Toys Classroom, each student commands an independent fleet battle against the enemy admiral. Students are not firing at classmates; everyone receives a personal grid and can make progress at their own pace during the shared class period.
The teacher view shows live standings such as ships sunk, accuracy, wrong answers, and round progress. This gives the class a common event without allowing one fast student to remove another student's targets.
Challenge mode
In Challenge mode, the battle becomes a direct two-player duel. Each student has a hidden fleet and fires on the opponent's grid.
A correct contact answer applies the hit to the opponent's fleet. A wrong answer deflects the shot, giving the other student an opportunity to respond. The first student to sink the opposing fleet wins; the configured timer can also end the duel in a timeout or draw.
Single Player
In Single Player, the student plays against the computer-controlled enemy admiral. Grid, fleet, return-fire, and time settings still apply.
This is the best mode for teaching the sonar system before students enter a direct Challenge.
Teacher tips
- Begin with a smaller grid and fewer targets for the first game.
- Explain that hot, warm, and cold describe distance to a ship, not whether the selected answer was correct.
- Keep return fire off for a low-pressure practice round and turn it on when students understand the rules.
- Use Classroom mode for individual mastery and Challenge when you specifically want direct competition.