Some of the most interesting puzzles combine concepts from two simpler puzzles to present a new challenge. In this case, we’re placing a Battleships fleet into a grid, but we’re not using clues outside the board to count segments. Instead we use the Lighthouses rules to find them from cells inside the grid that essentially create known “islands” of water cells in the process.
Use number clues in lighthouses to locate a hidden fleet of ships.
Numbers indicate how many total ship segments that lighthouse sees in its row or column. Nothing blocks their view.
No ship touches a lighthouse or other ship in any direction, including diagonally.
Ships may be rotated.
Any given ship segments are exactly the type shown (barrel, end, or middle) and in the correct orientation.
Some segments may be “hidden,” not seen by any lighthouses.
The fleet refers to all of the ships you must find in the grid. The exact makeup will change in different puzzles. I like theming this puzzle with pirates, so I use names from the age of sail. Possible ships include: Dreadnoughts (5 segments), Caravels (4 segments), Sloops (3 segments), Rowboats (2 segments), and Barrels (1 segment). You might see them as triangles, squares, circles, etc.
The most common fleet consists of: 1 Caravel, 2 Sloops, 3 Rowboats, and 4 Barrels.
Water cells create restrictions for possible ship placements, so it’s important to mark them when you find them. When solving any variation of a battleship puzzle, marking the known water cells is always a good first step. Cells that must be water include:
All 8 cells surrounding a lighthouse or known submarine.
All 4 diagonally adjacent cells to any known ship segment
The 3 orthogonally adjacent cells at the tip and sides of a known end segment.
Extend Known Segments
Any ship segments in the initial puzzle are always the correct type. Take advantage of this to immediately place more segments and some extra water cells.
Add an unknown segment next to an end-piece.
A mid-ship segment could be oriented vertically or horizontally, but as soon as you have an adjacent water cell (or it’s against the grid edge), you can add two more unknown segments. Plus, you get to add a whole stripe of water!
Look for Big Ships
Long ships always have the fewest possible placements once you’ve filled in all the water. So they will usually be the easiest to deduce. Look at each area of the grid with enough cells to fit the long ship, and imagine it in place. Most critically, imagine the water that must surround it. Did you just make it impossible to complete a lighthouse clue or fit one of the remaining ship types? Then you know the long ship must not belong there, and you can try another spot.
One thing to keep in mind – if you don’t see a conflict quickly, move on to another area of the grid. The goal here is to use the process of elimination, not take a guess and find out 15 steps later that you have to back up. Occasionally, you’ll find a placement that doesn’t immediately cause a conflict. In those cases, test it with the next-largest ship.
Large Clues Matter
You just saw how a large ship is restricted in its placement options by the conflicts it creates. Now let’s do the same with large clues. Look for one that has greatest restriction to fill its remaining quota. Count the number of cells left open to a large clue, and subtract the number of segments required. The lowest total shows you where you should begin testing.
Mark Completed Clues
When you track what you’ve solved, you narrow your focus. You’ve found all the segments for a lighthouse? Great! Mark the rest of the cells in that row and column as water, and now you have one fewer option for any clues that look across them. While you’re at it, mark the lighthouse itself so you know which ones haven’t been completed yet.
You discovered both halves of a 2-segment ship? Wonderful! Cross it out from the fleet. When you’re considering other ships, you could find that placing one of them eliminates all remaining 2-segment ship options. If you still have one 2-segment ship left, you know it’s an invalid placement. You’ve probably noticed me making these markings in the examples above.
Solving the Puzzle
Now that we know how it’s done, we can move on to the walkthrough of our main example puzzle. If you’d like to try it yourself, here are the puzzles used in this tutorial:
Change the top row of numbers into the bottom row of numbers with a series of addition and subtraction operations in each column. Each operation will always result in a single digit.
In a grid containing numbers from 1 to X (X is usually between 10 and 40, depending on the puzzle size), draw a single path from the top left corner to the bottom right corner using only orthogonal movement. Each number from 1 to X may only exist in the path one time.
Everyone loves candy, so you picked up a gift box. The problem is, they only want a specific set of pieces, and none of them can touch each other, even diagonally. Can you deduce which of the possible placements to fill in with the candy that fits their preference?
Use the clues to locate the given fleet on the grid. Ships may not touch each other in any direction, including diagonally. However, they may be rotated. Any segments given are exactly the type shown. Number clues along the side and bottom of the grid indicate how many ship segments exist in that row or column.
Using the clues given, mark all cells containing mines. Numbers indicate how many mines surround them. Unlike the computer game, you get to see all the clues when you start. Interestingly,