Checkers or Sea Battle?
Both games come with Gather. Here’s how they differ and when each one fits better.
The key differences
- Checkers rewards skill more than Sea Battle (pure skill vs. skill and luck).
- Sea Battle is quicker to learn than Checkers (explained in a minute vs. clear after one round).
- Sea Battle is louder than Checkers (calm vs. silent).
- In Sea Battle everyone has secret information on their phone; in Checkers more is out in the open.
At a glance
| At a glance | Checkers | Sea Battle |
|---|---|---|
| Type | Board and dice games | Board and dice games |
| Players | 2 players | 2 players |
| Length of a game | 10–25 min | 10–20 min |
| Age | ages 6+ | ages 7+ |
| Luck or skill | pure skill | skill and luck |
| Noise level | silent | calm |
| Learning curve | clear after one round | explained in a minute |
| Interaction | you react to each other | you react to each other |
| TV | not needed | not needed |
| Against the computer | yes | yes |
| Teams | no | no |
| Bluffing | no | no |
| Reading needed | no | no |
Which one suits you?
Checkers
Pieces move diagonally, captures are made by jumping, and capturing is compulsory. That rule is what makes it sneaky: use it well and you can lure your opponent into traps.
Pick Checkers when two people want a board duel with more traps than Nine Men’s Morris.
Sea Battle
Each of you hides a fleet on your own phone, then you take turns firing into the other’s sea. A hit earns another shot – so a game can swing in a handful of moves.
Pick Sea Battle when two people want a tense guessing duel with a bit of tactics.
What they have in common
- Both only work with exactly 2 players.
- Both are Board and dice games.
- Both also work without a TV, right on iPhone, iPad or Mac.
- You can play both against the computer.
- Both work from age 7.
- Both come free with Gather and need no account.