Privacy.
This is a translation. The German version is legally binding.
In short: Without an account this site writes nothing about you to disk: games and guest progress live
only in the server's memory and are forgotten soon after they end. An account is optional and works for all games; its name
and password are kept on the selection page, here only the results of your games – and, if you play correspondence games, those games with their fleets and shots while
they run and until 30 days after they end. No ads, no tracking, no analytics,
no fonts or scripts from other servers. Below is every single piece of data that comes up here.
Who is responsible
Müller & Wulff GmbH
Hans-Fallada-Str. 20
D – 17489 Greifswald
Email: info@mueller-wulff.de
What is stored – complete
This is the complete list. Anything not listed here is not stored (for the server's error messages see “Hosting and
server”).
In your browser
Cookie “ship”
A random string, nothing else. Only set once you start or open a game.
- Why
- So that after a reload or a dropped connection the server knows which seat is yours –
and, if signed in, which account is yours.
- How long
- 24 hours as a guest. 30 days when signed in, or until you sign out. Or until you delete it with the button below.
Cookie “kb”
A random string, only while you're signed in. It is set by the selection
page, for all games at once – that's why you're signed in everywhere.
- Why
- So this game knows which account you're signed in with. It asks the selection page on the same
server; nothing leaves the server for that.
- How long
- 30 days, or until you sign out – in a game or on the selection page.
Cookie “ship_lang”
de or en – only if you switch the language at the bottom of the page.
- Why
- So the site stays in the language you chose. Without it, the site follows your browser's language setting.
- How long
- One year, or until you delete it with the button below.
Settings
Your last chosen settings (opponent, strength, who starts, time control, fleet, rules and help), whether
the board is shown in 3D or flat, which camera view you like, whether the help is on and which colour scheme you like – in
localStorage under ship:einstellungen, ship:ansicht, ship:kamera,
ship:hilfen, ship:farbe and ship:modus.
- Why
- So you don't have to choose them again every time. The saved settings themselves stay in the browser;
when you start a game, opponent, strength, who starts, time control, fleet, rules and help naturally go to the server.
- How long
- Until you delete them (button below) or clear your browser data.
On the server, in memory only
Running game
Token, game mode, computer strength, rules, time per shot, both fleets (where the ships lie, while
placing the draft too), all shots with their time, the clock and the outcome; per seat the hints used, missed turns, the
longest run of hits and special events like “hit with the first shot”. For each seat a SHA-256 hash of the cookie of the
browser sitting there (for correspondence games the
account instead, see below). For every open connection – spectators included –: account name (if signed in), page
language and the browser's time zone.
- Why
- So the server can check every shot, run the clock and show everyone exactly what they may see.
- How long
- As long as someone has the game open, it stays in memory. After that another 24 hours after the
last shot or the last time someone left the page, 2 hours for finished games. A server restart deletes everything at
once.
Progress as a guest
Per finished game: kind of opponent (computer level, “live” or correspondence – not who it was), fleet,
result, reason, whether you fired first, your number of shots and hits, how many cells and ships of your fleet were hit,
your longest run of hits, duration, time per shot, how many turns you missed on the clock, how often you used a hint, a
few special events (e.g. “sank the submarine first”), the time and your browser's time zone. Plus which badges you have and since when.
- Why
- For the “Progress” page. The time zone is only needed for badges like “Night watch”.
- How long
- 24 hours after you last finished a game or looked at your progress, or until the server
restarts. If you create an account or sign in, it moves there.
Leaving the page (timed games)
In live games with a running clock: whether a player has just left the page (other tab, other
window, connection lost), how often and for how long in total. Your browser only reports “away” or “back” – nothing
about what you do elsewhere.
- Why
- For fair games: the clock keeps running when someone leaves the page. Both players and all spectators
see this during the game and, at the end, as a neutral line with the result. Likewise, anyone with the link sees whether a
player is currently connected.
- How long
- Only while the game is in memory (see “Running game”). It ends up neither in the results nor
on disk.
Open connection
While the game page is open there is a WebSocket connection to the server.
- Why
- So shots and the clock reach both players right away – without reloading.
- How long
- Until you close the page. Nothing of it remains afterwards.
Finding an opponent (online)
While you search: a hash of the id in the “ship” cookie, if signed in your account name and nautical
miles, and since when you search. For “… to a game on average” also how long the last 20 matched players waited – only the
durations, not linked to anyone.
- Why
- So two searching players find each other, preferably of similar strength.
- How long
- Until an opponent is found, you stop, or you close the page (at the latest 12 seconds without your page
checking in). The waiting times until the server restarts.
Open games
Only if you choose “Show under ‘Open games’” when inviting: the invitation is shown to every visitor with
your account name (as a guest “Guest”), your rank, the rules and since when it is open.
- Why
- So a stranger can find and accept your invitation.
- How long
- While you have the game page open and nobody has joined.
On the server, permanently – only with an account
Account
Your account name, when the account was created and since when it has results here. The name and
password hash themselves are kept with the shared account on the selection page.
- Why
- So your results here belong to your account.
- How long
- Until you delete your account; the selection page then deletes the data here too.
Results and badges
The same as “Progress as a guest” above. Not stored: the shots, where the ships
lay and who your opponent was – except for correspondence games, see there.
- Why
- For the “Progress” page: record, streaks, badges.
- How long
- Until you delete your account.
Correspondence games
Only if you play correspondence games: token, the account names of both players, rules and help, both
fleets (during placing too), all shots with their time, when the game was created, started, last saw any action and ended,
hints used, rematch requests and the result. They are kept in a file of
their own next to the accounts.
- Why
- Correspondence games run over days. So they survive a server restart and you can keep playing on any
device you're signed in on.
- How long
- Running games as long as they run – if someone does nothing for 14 days, the other player can
claim the win. Invitations nobody accepts 14 days, finished games until 30 days after the end. If you delete
your account, your running correspondence games count as resigned right away (your opponent gets the win), open
invitations are deleted and your name is removed from all games. Correspondence games are part of the data export.
Rank and leaderboard
After rated online games: your nautical miles, how many rated games you played and won, when last, and
whether you want to be on the leaderboard (not at first).
- Why
- For your rank, for opponents of similar strength in the search and – only if you turn it on – for the
leaderboard. There everyone sees your account name, rank, nautical miles, rated games and win rate. In a game your opponent
sees your account name and rank.
- How long
- Until you delete your account. You can take yourself off the leaderboard in the logbook at any time.
Sign-in
A hash of the id in the “ship” cookie, which account it belongs to, and an expiry date.
- Why
- So your seat in running games belongs to your account.
- How long
- 30 days, deleted right away when you sign out.
Without an account: nothing. There is no database; accounts are kept in one file on the server, correspondence games in a second.
Who can see a game
Anyone who knows the link or the token of a game. Once both seats are taken, someone with the link can only watch –
the players see how many are watching. Visible are the shots on both seas, sunk ships, the clock, whether the players are
connected and whether they have left the page (see above); for correspondence and online games also the account names of both
players, for online games their ranks too.
Where a player's remaining ships lie, nobody but that player sees before the end; afterwards both fleets are revealed. The token
is 10 random characters; it practically can't be guessed. Game pages are blocked for search engines.
Passing on invitations
You copy the link and the token and pass them on yourself. Where you paste them is up to you – the rules of the
service you choose then apply.
What is not stored
No email addresses, no real names (unless you pick yours as user name), no shots or fleets of past games (except correspondence
games, see above), no IP addresses – neither by the app nor by the web server –, no device fingerprint, no clicks, no
referrers, no statistics about your behaviour. There is no profiling and no automated decision-making about you
(Art. 22 GDPR).
Why there is no cookie banner
Consent (and with it a cookie banner) is only needed for things a site stores on your device although they aren't
strictly necessary for the actual service – for ads, tracking or statistics, say. This site doesn't do that. The two
cookies and the settings in your browser are strictly necessary for the game you came for, or to keep the
language and settings you explicitly chose (§ 25 (2) no. 2 TDDDG).
Hosting and server
The site runs at: Hetzner Online GmbH, Industriestr. 25, 91710 Gunzenhausen, Deutschland (eigener Root-Server im Rechenzentrum Nürnberg).
To deliver a web page at all, our server has to process your IP address briefly. Neither the app nor the web server
keeps access logs. On technical errors they log an error message with the requested address (which may contain a game's
token), but without IP address and without details about your browser; these messages are kept only in limited amounts
and then overwritten automatically. The legal basis is our legitimate interest in secure and working operation
(Art. 6 (1) (f) GDPR).
Recipients
We don't pass on any data. What other players and spectators of a game see is described above under “Who can see a
game”. The hosting provider only runs the data centre and the hardware our server runs on; in doing so it may technically
come into contact with connection data, for example to fend off attacks. All data stays in Germany; nothing is
transferred to countries outside the EU.
Legal bases
- Games (including correspondence games), connection, account and progress – as a guest or with an account: Art. 6 (1) (b) GDPR – you use the service, and it needs this data.
- “Leaving the page” in timed games: Art. 6 (1) (f) GDPR – all players' legitimate interest in fair games.
- Finding an opponent, open games, rank: Art. 6 (1) (b) GDPR – you use these features, and they need the data. The leaderboard: Art. 6 (1) (a) GDPR – your consent, which you can withdraw in the logbook at any time.
- Cookies and settings in the browser: storing and reading them under § 25 (2) no. 2 TDDDG (strictly necessary); processing the cookie ID itself under Art. 6 (1) (b) GDPR.
- Delivering the pages and the server's error messages: Art. 6 (1) (f) GDPR – legitimate interest in secure, working operation.
You don't have to provide any data: you can play against the computer and live without an account. Without the
“ship” cookie you can't take a seat in a game, though, and without an account there are no correspondence games and
your results aren't kept permanently.
Your rights
You have the right of access (Art. 15 GDPR), rectification (Art. 16), erasure (Art. 17), restriction of processing
(Art. 18) and data portability (Art. 20). Most of it you can do yourself right away:
- Access and portability: Download your stored data as a file – account, progress, badges and correspondence games. What only sits in memory briefly (running games) isn't in it; you get information about that by email.
- Erasure: With an account on the selection page under Account – that deletes it in all games. As a guest with the button below.
- Anything else: Send an email to info@mueller-wulff.de.
Right to object (Art. 21 GDPR): where we rely on legitimate interests (the server's error messages,
“leaving the page”), you can object at any time on grounds relating to your particular situation – an email is enough.
You can also lodge a complaint with a data protection supervisory authority (Art. 77 GDPR), for example: Der Landesbeauftragte für Datenschutz und Informationsfreiheit Mecklenburg-Vorpommern, Werderstraße 74a, 19055 Schwerin.
Clear everything in this browser
Signs you out and deletes the cookies, your guest progress and the settings in this browser. Afterwards you can no
longer enter running games as a player – they disappear from the server on their own. An account stays; to delete it,
see above.
Last updated: Oktober 2026