Sea battle play rules. How to play "sea battle": rules of the game

10 games on paper February 19th, 2014

In our childhood there were a lot of different games, most of them we simply kept in our heads, the rules were passed on to each other during the game. For many of these games, all that was needed was a couple of pencils or pens and a piece of paper.

Games on paper can easily be called the most intelligent and educational. And now they have been forgotten quite undeservedly. Once you teach children to play these games, they can always be occupied on a long journey or in rainy weather at home or in the country.

1. Tic-tac-toe

This is the most famous of these games. You don’t always need paper for it, just a foggy window glass in a minibus or a couple of twigs and sand under your feet is enough...
A playing field of 3 by 3 cells is drawn (9 cells in total). Players take turns making moves, placing a cross or a zero in an empty cell. The goal of the game is to build a line of 3 crosses or toes horizontally, vertically or diagonally. It is extremely difficult to win in this game; basically the game comes down to a draw and more than one game is played.
But there are still certain combinations of moves that lead to victory.))
When you get tired of playing on a small field, you can increase the field or not limit it at all. On such a field, players take turns making moves until someone manages to build a line of five symbols horizontally, vertically or diagonally.

2. Sea battle

This is one of the most favorite games of our childhood.))
I think everyone remembers the rules. And for those who don’t remember, let us remind you. This game is for two.
The goal of the game is to sink all enemy ships. The ships are located on 2 square fields measuring 10 by 10 cells. You place ships on your field and the enemy attacks them. And on another field the enemy places his ships. Each player has an equal number of ships - 10:
Single-deck (1 square in size) 4 pieces
Double deck (2 cells in size) 3 pieces
Three-deck (3 cells in size) 2 pieces
Four-deck (4 squares in size) 1 piece
When placing ships on the field, you need to take into account that there must be at least one empty cell between them; you cannot place ships close together.
During his turn, the player selects a cell on the opponent’s field and “shoots”, calling its coordinates “a1”, for example. At the same time, he marks his move on his additional field. If you sank an enemy ship, then the opponent must say “killed”, if you wounded the ship (that is, you hit a ship that has more than one deck), then the opponent must say “wounded”. If you hit an enemy ship, you continue “shooting”.
The game ends when all of one player's ships are sunk.

3. Tanks

To play, you need an A4 piece of paper, folded in half (you can take any notebook sheet). Two players draw 10 tanks, each on their own half of the sheet. Having finished the alignment of forces, the players begin to “fire” at each other in this way: a shot is drawn on their half of the field, then the sheet is folded in the middle and the shot, visible through the light, is marked on the second half of the field. If a shot hits a tank, it is considered “knocked out” and another additional shot is needed to destroy it. If the player hits the tank directly, then one shot is enough.
Each successful shot entitles the player to the next shot. To make the game more difficult, you can introduce a ban on the next shot at a tank that has just been knocked out.

4. Palms

This game can be played even with young children who are already familiar with numbers.
It will help you learn to quickly navigate numbers and concentrate.
To play, you will need two sheets of squared paper; on each sheet, the player traces his palm. Now, in the space limited by the picture, numbers from 1 to... Here you need to agree in advance. Then the game begins. One player names an arbitrary number, the other at this time tries to find this number on his palm, and the first, meanwhile, quickly puts crosses in the cells on his sheet, starting from the top left cell. The winner is the one who fills all the cells of his field with crosses faster.

5. Points and segments.

The conditions of this game on paper are simple: put several dots on a piece of paper (at least 8, and preferably at least 15). Two players play, alternately connecting any two points with a segment. It is impossible to capture the 3rd point, and each point can be the end of only one segment. The segments must not intersect. The one who cannot make a move loses.

In the pictures you see the correct connection of the dots.

and wrong

6. Points

We played this game at the institute during boring lectures. It develops tactical and strategic thinking.
The playing field is an ordinary sheet of checkered paper; if you have a lot of time and patience, you can play on an entire notebook spread. The playing field can be outlined with a line and the rules prohibit placing dots on this border. Each player should have a pen or pencil of their own color. Players take turns placing dots in random places at the intersection of cells.
The goal of the game is to capture as many paper possessions as possible. A territory is considered captured if it is surrounded by dots of its own color. The points should be located one cell apart from each other horizontally, vertically or diagonally. The captured territory is painted over with its own color or a fortress wall is drawn around it (thick line). If you managed to encircle the enemy’s territory or points with dots, they are yours. After such a capture, the player is given the right to make an extraordinary move. In some variants of the game, you can only capture those territories where there are already enemy fortifications. In others, any land is available to you, including free ones. Choose what you like best. At the end of the game, the size of the captured lands is calculated and the winner is declared. Most often, there is no need to specifically count anything - the result is obvious.
You can also play with younger children. In this case, you should make the playing field very small - a quarter of a notebook page or even less, and use paper with large cells.

7. Numbers

Did you play this game on a checkered notebook at school or college? Half our dorm was playing.))) I held out for a long time, but then I plunged into it headlong, but the hour home on the train flew by unnoticed.
It was called differently: numbers, numbers, seeds, 19, but the meaning did not change. You write down numbers from 1 to 19 in a row, on a line up to 9, and then start the next line, with 1 number in each cell. Then you cross out the paired numbers or those that add up to 10. One condition is that the pairs must be next to or across the crossed out numbers horizontally or vertically. And after you have crossed out all possible pairs, you rewrite the remaining numbers at the end. The goal is to completely cross out all the numbers.

8. Gallows

A little inhumane game, but still. As children, we combined the yard game of Cossacks-Robbers with “gallows!”
The point of this game is to guess the word by letter in a certain number of moves.
One player thinks of a word (simple and short to begin with). Writes its first and last letters, and instead of the missing letters we put dashes. The second player's task is to guess the hidden word. He names the letter. If this letter is in the word, write it in its place. If not, then write the letter to the side so as not to repeat it, and begin to draw a “gallows” - a vertical line. With the next error - horizontal (it turns out something like the letter g). Then the rope, the loop, the man’s head, torso, arms and legs are completed. During these several attempts, the player must guess the word. If it doesn't work out, you lose. If he has time, it’s his turn to think of a word.

9. Balda

Another game with words. Here you can play with two, three or even one.
A square playing field with 5x5 cells, for example, is drawn on a sheet of paper. In the middle row we write a word of five letters. Players take turns making moves. In one move, a letter is written into an empty cell in such a way that a new word is formed each time. Words can be read in any direction except diagonal. For each word, the player receives as many points as there are letters in the word. Words are written on the side of the field so that other players do not repeat them. The game ends when all the cells are filled with letters or none of the players can come up with a new word. After this, the number of points is calculated. The one with the most wins.

10. Dots and squares

Game for two players. You will need a sheet of paper, preferably in a checkered pattern, and a couple of pens of different colors.
A playing field with a size of 3*3 squares or more (up to 9*9) is drawn on a sheet of paper, depending on the level of the players.
The essence of the game: players take turns drawing lines one cell long, trying to create 1 by 1 squares inside the field. If your line ends up in a square, place your sign in it and get the right to an additional move. The moves continue until you place a line that does not close any square. The game ends when the entire field is filled. After this, the number of squares that each player has closed is counted and the winner is announced.
For all its simplicity, the game has a twist. Here you can calculate your moves ahead and try to put your opponent at a disadvantage by forcing him to make an awkward move.

What games did you play? Share with us the “paper” games of your childhood!

Do you play naval battle but don't always win? Then you are probably interested in learning how to significantly increase your chances of winning, how to place your ships correctly, how to quickly destroy enemy ships and, of course, how to win the game Battleship!

Rules of the game "Sea Battle"

There are many options for naval combat, but we will consider the most common option with the following set of ships:

All listed ships must be placed on a square field of 10 by 10 cells, and the ships cannot touch either the corners or sides. The playing field itself is numbered from top to bottom, and the verticals are marked with Russian letters from “A” to “K” (the letters “Y” and “Y” are skipped).

An enemy field of similar size is drawn nearby. If there is a successful shot at the enemy ship, a cross is placed on the corresponding cell of the enemy field and a second shot is fired; if the shot is unsuccessful, a dot is placed in the corresponding cell and the turn goes to the enemy. Optimal strategy

How to win the game Sea Battle

There is always an element of randomness in a naval battle game, but it can be kept to a minimum. Before moving directly to the search for the optimal strategy, it is necessary to state one obvious thing: the probability of hitting an enemy ship is higher, the fewer unchecked cells are left on his field, similarly, the probability of hitting your ships is lower, the more unchecked cells are left on your field. Thus, to play effectively, you need to learn two things at once: optimal shooting at the enemy and optimal placement of your ships.

In the following explanation the following notation will be used:

How to shoot at enemy ships

The first and most obvious rule for optimal shooting is the following rule: do not shoot at the cells directly surrounding the destroyed enemy ship.

In accordance with the notation adopted above, in the figure, those cells on which unsuccessful shots have already been fired are marked in yellow, cells on which shots ended in hits are marked in red, and cells on which were not fired were marked in green, but it can be guaranteed that the ships there are no ships in them (there cannot be ships there, because according to the rules of the game, ships cannot touch).

The second rule immediately follows from the first rule: if you manage to knock out an enemy ship, you must immediately finish it off in order to get a list of guaranteed free cells as early as possible.

The third rule follows from the first two: you must first try to knock out the largest enemy ships. This rule may not be obvious to you, but if you think a little, you can easily notice that by destroying an enemy battleship, at best, we will immediately receive information about 14 guaranteed free cells, and by destroying a cruiser, only about 12.

Optimal shooting strategy

That. The optimal shooting strategy can be reduced to a targeted search and destruction of the largest enemy ships. Unfortunately, it is not enough to formulate a strategy; it is necessary to propose a way to implement it.

First, let's look at a section of the playing field measuring 4 by 4 cells. If there is an enemy battleship in the area in question, then it is guaranteed to be knocked out in no more than 4 shots. To do this, you need to shoot so that there is exactly one checked cell on each horizontal and vertical line. All variants of such shooting are presented below (without taking into account reflections and rotations).

Among all these options, only the first two options are optimal on a 10 by 10 square field, guaranteeing a hit to the battleship in a maximum of 24 shots.

After the enemy battleship is destroyed, it is necessary to begin the search for cruisers, and then destroyers. In this case, as you already guessed, you can use a similar technique. Only now it is necessary to divide the field into squares with a side of 3 and 2 cells, respectively.

If you used the second strategy when searching for a battleship, then to search for cruisers and destroyers you need to shoot at the following fields (fields that you have already shot at when searching for a battleship are marked in green):

There is no optimal strategy for finding boats, so at the end of the game you have to rely mainly on luck.

Sequence of the best moves to start the game

If we turn to mathematical theory, we can build a map of the probability of ship deployment:

Based on this map, sequence of “best moves” with constant misses it looks like this (see picture):

C1, J8, A8, H1, A4, J4, D10, G10, E1, D2, B3, A2, C9, B10, H9, I10, I7, J6, I5, H6, J2, I3, H4, G5, G2, F3, E4, B7, A6, B5, C6, C3, D4, D5, F6.

How to arrange ships

The optimal ship placement strategy is in some ways the inverse of the optimal shooting strategy. When shooting, we tried to find the largest ships in order to reduce the number of cells that needed to be checked by guaranteeing free cells. This means that when placing ships, they must be placed in such a way that in case of their loss, the number of guaranteed free cells is minimized. As you remember, a battleship in the center of the field opens 14 fields for the enemy at once, but a battleship standing in the corner opens only 6 fields for the enemy:

Likewise, a cruiser standing in the corner opens only 6 instead of 12 fields. Thus, by placing large ships along the border of the field, you leave more space for boats. Because There is no strategy for finding boats, the enemy will have to shoot at random, and the more free fields you have left by the time you catch the boats, the harder it will be for the enemy to win.

Below are three ways to position large ships that leave plenty of room for boats (in blue).

Sea battle

Sea battle is one of the most popular paper game options. You can diversify it for a modern child and arrange a “space battle”. The goal is to destroy enemy ships (spacecraft). Two people can play.

First, each player needs to draw two fields measuring 10x10 cells.

One such field is for the player himself, the second is for the enemy. On his own field, the player places his ships, which the enemy will “shoot” at. On the second field, the player needs to mark the results of his “shots”. The two sides of each field are marked with letters horizontally and numbers vertically. Thus, each cell of the field is assigned its own “code”: A1, B2, etc.

Both players have equal "armed forces":

1-deck ships (1 square in size) – 4 pcs.,

2-deck (2 cells) – 3 pcs.,

3-deck (3 cells) – 2 pcs.,

4-deck (4 cells) – 1 pc.

Ships cannot be depicted diagonally and cannot be placed close together (there must be at least one free cell between them). Keep this rule in mind when firing at enemy ships.

Having completed all preparations, players can begin the battle.

The player who starts first calls the “code” of the cell chosen on the opponent’s field. He finds this square on his field and reports the result: “missed” - if the shot landed on an empty square, “wounded” - if the “shell” hit a ship with more than 1 deck, and “killed” - if it hit 1- deck ship

If there was no hit (“missed”), the turn passes to the other player. If the shot hits the target (“wounded” or “killed”), the player who fired gets an extra turn.

The battle continues until one of the players loses all their ships.

These were the rules of the game Battleship on paper.

For several generations now, the game “Battleship” has enjoyed well-deserved popularity. Based on the original game with a pen and a piece of paper, many board games, portable electronic versions, computer games and even a feature film have been created. Even after all these versions and the occasional rule changes, the game remains simple enough to be played with a checkered piece of paper and a ballpoint pen.

Steps

Ship placement

    Each player receives a suitcase. A standard set for the game “Battleship” contains two suitcases, one for each player. Each suitcase has two grids on the internal surfaces.

    • If your playset doesn't come with two play cases with lots of red and white flags and at least six ships, then you probably won't be able to use it. Instead, try playing checkered paper as described below, or find an online version of the game.
  1. Check availability of all ships. The ships must be of different lengths and occupy different numbers of cells on the playing field. Both players must have the same sets of ships. Below is a standard list, and if there are shortages of elements, you can simply make sure that both players use the same ships in the same quantity:

    • One ship per five spaces (aircraft carrier)
    • One ship per four cells (battleship)
    • Two ships per three cells (cruiser and submarine)
    • One ship per two cells (destroyer)
  2. Players must position their ships secretly. After opening their suitcases and sitting opposite each other, the players must place the ships on the lower grid in front of them. To position ships correctly, follow these rules:

    • Ships can be placed horizontally and vertically, but Not diagonally.
    • You need to place all your ships on the grid.
    • All ships must be within the grid. No ship should protrude beyond the edges.
    • Ships cannot be combined with each other.
    • After placing the ships and starting the game, moving ships is prohibited.
  3. Decide who will start. If you cannot agree, then you can toss a coin or determine the starter in another random way. When playing several games in a row, you can reserve the right to start with the one who lost the last game.

    As you lose ships, reduce the number of shots in the salvo. Increase the tension and reward the player who sinks the first ship by adding an additional rule to the above "volleys". Instead of firing five shots in a row, each player can fire a number of shots equal to the number of ships he has left. For example, if player 1 has lost a cruiser and is left with four ships, then he can only fire four shots per salvo.

  4. Make the game even more challenging with additional volley rules. Play with the volley rules described above, but do not tell your opponent which shots hit and which missed. Instead, say How many shots hit, and how many missed the target. This will make the game much more difficult, but these rules are recommended only for experienced players.

    • Since you won't know for sure which shots hit the target, a system with regular red and white flags will be useless. Each player will need a pen and a piece of paper to record each volley and their opponent's response.
  • Once you hit an opponent's ship, aim at the squares located in the same row or column to reveal the rest of the ship's decks.
  • You can also purchase an electronic version of the game. The basic rules are always the same, but some electronic versions may have additional "special weapons" that must be described in the instructions.

Do you think you know how to play Battleship? Well, let's say, which one? Yeah, have you been stumped?

Let's start with the original version, let me remind those who have forgotten it: two people play. Everyone places 10 ships on their 10x10 field:

  • 1 battleship
  • 2 cruisers
  • 3 destroyers
  • 4 boats

The ships should not touch each other either at the corners or at the sides. It is prohibited to move or finish painting ships during the battle.

Field columns have a letter designation (a-k), rows have a numerical designation (1-10). They take turns: the first player names the opponent the square where the shot is fired (for example, b6), the opponent marks this place on his field and reports the result of the shot - missed or hit. If there is a hit, the player shoots again, if it misses, it’s the enemy’s turn. The ship is considered wounded if it has at least one intact hole, otherwise it is sunk. The battle continues until the fleet of one of the players is completely destroyed.

Usually, each player draws an additional field where he marks his shots and their results - this makes it much easier to do tactical analysis. The game through the eyes of one of the players ends up looking something like this (shots are shown as dots, hits are shown as crosses. On the left field the enemy’s shots are marked, on the right field one’s own shooting is carried out, in principle, the enemy’s 4-deck battleship has already been decided - the next move should be aimed at the square g4):

Firstly, you can introduce not only straight ships, we also allowed such bizarre examples of the navy:

Secondly, you can play with three players according to the “Each against all” rule, when a player makes a shot at any of the opponents on his turn. But there is one BUT. Such games end with two almost always uniting against a third (this is a form of manifestation of a well-known psychological law), first overwhelming his fleet, and then dealing with each other. To avoid this, you can play with four players according to the “pair for pair” rule.

Thirdly, shooting can be carried out in volleys - we played three shots in a volley, but here, as you agree, at least all ten. In this case, the enemy is told the number of hits, but does not say in which cells the hit occurred.

And finally fourthly... I don’t even remember who brought up this option, but honor and praise to him. The field was the size 20x15 cells, was divided by a wavy line into “land” and “sea” (“land” was slightly shaded for clarity). The figures were also special - they were divided into land and sea and were placed on the corresponding part of the field; the plus was also air forces, which could be installed in any cell of the field. Contact between them was not allowed. In total, each had 14 figures:

Ground forces: tanks, battery, anti-aircraft gun

Naval forces: battleship, cruisers, destroyers, aircraft carrier

Air Force: stormtroopers

The battle was conducted according to standard rules. There was scope for tactics - to determine where the enemy’s border between land and sea was and to estimate their size.

Naturally, during the game there were often “clever people” who thought of it not so easy, not to draw the last boat when arranging the ships, but to place it on the field at the last moment on the remaining square. Previously, such people were beaten with candelabra. The game suddenly becomes uninteresting, which is true for all games where winning is ensured by deception. Therefore, be good boys and don’t deceive your people, otherwise they might remember the good old law about the candelabra.