Sea battle for 2 players on paper. Games on paper: tanks and sea battles

Incredible popular game on paper. And although now there are special play sets For " Sea battle", as well as a lot of computer implementations; the classic version on a piece of paper remains the most popular.

The goal of the game is to sink your enemy's ships before they can sink yours.

Rules of the game " Sea battle»

Two players play. Each of them needs a piece of paper (preferably checkered), a pencil or a pen. The game begins with preparing the field. Two squares of 10×10 cells are drawn on a piece of paper. On one of them they will deploy their ships, in the other they will “fire” on enemy ships. The sides of the squares are signed with letters horizontally and numbers vertically. You need to agree in advance which letters will be written (the main debate arises whether or not to use the letter “Y”). By the way, in some schools, instead of the boring alphabet, they write the word “ REPUBLIC" - it just contains 10 non-repeating letters. This is especially useful for those who have never mastered the alphabet.

Ship placement

Next, the deployment of fleets begins. Classic rules sea ​​battle they say that there should be 4 ships in one cell (“ single-deck" or " single-pipe"), 3 ships with 2 squares, 2 with 3 squares and one with four decks. All ships must be straight; curved or “diagonal” ones are not allowed. The ships are placed on the playing field in such a way that there is always a gap of one square between them, that is, they should not touch each other either with their sides or corners. In this case, ships can touch the edges of the field and occupy corners.

A game

When the ships are placed, players take turns firing, calling the squares by their “coordinates”: “A1”, “B6”, etc. If the cell is occupied by a ship or part of it, the enemy must answer “wounded” or “killed” "("sunk"). This cell is crossed out with a cross and you can take another shot. If there is no ship in the named cell, a dot is placed in the cell and the turn goes to the opponent.

The game is played until one of the players completely wins, that is, until all the ships are sunk. At the end of the game, the loser can ask the winner to look at his arrangement of ships.

Mastery

If you think that sea ​​battle- a game built solely on luck and fortune, then you are wrong. In fact, it contains both strategy and tactics, which we will talk about in conclusion. So - about tricks and various honest and not so honest methods of playing sea ​​battle:

  • First of all (and this is the most important thing!), you need to hold your sheet with ships so that the enemy couldn't peek your location;
  • Be sure to keep a record of your own and other people's moves, marking them dots. This will prevent shots fired at the same cells;
  • After sinking an enemy ship, also surround it with points so as not to shoot at places where there are obviously no ships;
  • You should not place ships in the corners of the field: usually newbies shoot at them first. However, exceptions will be discussed below;
  • It is necessary to develop a strategy for placement. An uneven distribution of ships gives a good result: gather all the “large” ships into one or two dense groups, and hide the remaining “single-deck” ships separately in secret places on the playing field. In this case, the enemy will quickly figure out and defeat the group large ships, and then will spend a long time looking for the remaining little ones;
  • By killing big ship, the enemy surrounds him with dots. So, having found " four-decker", the opponent immediately opens (4+1+1)*3 = 18 cells (that is, 18% or almost 1/5 of the field). " Three-decker"gives 15 cells (15%), " double decker" - 12%, and " single-deck" - 9%. If you place the “four-decker” against the wall, then it will allow you to open only 12 cells (10 for a three-decker, 8 for a two-decker). If you place the “four-decker” in a corner, it will allow you to open only 10 cells (8, 6 and 4, respectively). Of course, if the enemy realizes that all the ships are on the edge, he will quickly sink them. Therefore, it is better to use this advice in combination with the previous one.
  • Shooting tactics can also be different. However, it is best to start destroying enemy ships by looking for a “four-decker”. To do this, you can shoot diagonally, or draw a diamond, or shoot through 3 cells to the fourth. As soon as a four-deck ship is found, we look for three-deck ones, then two... Of course, during the search process we will come across “all sorts of little things” and make adjustments to the plans.
  • Here’s a dishonest way: arrange all the ships except the last single-deck (it will serve as the Elusive submarine). And he will be placed (and killed) only in the last remaining cell. It's quite easy to combat this: let the players place ships in one color and fire in another. It is possible, for example, for players to have pens or pencils different colors and after arranging the ships, simply change handles.

On the polar and southern seas, Along the bends of green swells, Between basalt and pearl rocks The sails of ships rustle. The fast-winged ones are led by captains, discoverers of new lands, for whom hurricanes are not terrible, who have tasted maelstroms and shoals... N. Gumilyov, "Captains" What is the game about? Sea battle"

All children (especially boys different ages)) are attracted to military-themed games, with the most interesting being war games combined with naval romance. Few of the male half of humanity can remain indifferent to the combination of exciting battles and sea adventures. That is why the game with the long-familiar name “Battleship” has never lost its popularity.

Besides traditional "Sea battle" using a ballpoint pen and a sheet of checkered paper, there are a huge number of varieties of this game, many of which are made in desktop version. The Battleship variants have a variety of designs, at different levels complexity, numerous additional features. And, of course, all options differ in size and price, but retain the main idea of ​​this board game - this is a naval battle, a battle, i.e., a battle between two powerful fleets.

Not all boys who are interested in “Battleship” will become sailors or, especially, admirals. But the qualities they develop while fighting the enemy will be useful to them in adulthood. The main thing is that they will learn to win and not give up, learn the basics of tactics and psychology, and will rejoice in their achievements, starting with small things - the game.

Game description

Board game“Sea Battle” is designed for two players. Once upon a time, this game was played with a pen and a lined sheet of paper. Despite such modest equipment, the naval battle was still exciting and captivating. The boys could sit at their desks for hours, creating more and more new tactical situations, thinking through the strategy of their attack on the enemy. The goal of the game has never changed. It consists of sinking the entire enemy fleet. This is not as easy as it might seem, since just being a good shooter is not enough to win. It is very important to be able to structure the game in such a way as to hinder the enemy, prevent him from realizing his plans, causing confusion in his ranks, and disrupting the strategy.

How to play (rules of the classic game “Battleship”, game progress)

Two players play. Each of them needs a piece of paper (preferably checkered), a pencil or a pen. The game begins with preparing the field. Two squares of 10×10 cells are drawn on a piece of paper. On one of them they will deploy their ships, in the other they will “fire” on enemy ships. The sides of the squares are signed with letters horizontally and numbers vertically. You need to agree in advance which letters will be written (the main debate arises whether or not to use the letter “Y”). By the way, in some schools, instead of the boring alphabet, they write the word “REPUBLIC” - it just contains 10 non-repeating letters. This is especially useful for those who have never mastered the alphabet.

Ship placement

Next, the deployment of fleets begins. The classic rules of naval combat say that there should be 4 ships of one cell each (“single-deck” or “single-tube”, “boats” or “submarines”), 3 ships of 2 cells each (“destroyers”), 2 ships of 3 cells each (“destroyers”). cruiser") and one - a four-deck "battleship". All ships must be straight; curved or “diagonal” ones are not allowed. The ships are placed on the playing field in such a way that there is always a gap of one square between them, that is, they should not touch each other either with their sides or corners. In this case, ships can touch the edges of the field and occupy corners.

Ship types

The actual game

Before the start of hostilities, players cast lots or agree on who will go first. When the ships are placed, the players take turns firing, naming the squares by their “coordinates”: “A1”, “B6”, etc. If the shot hits a square not occupied by any enemy ship, then the answer is “Past” !” and the shooting player places a dot on someone else’s square in this place. The right to move passes to the opponent. If the shot hits a cell where a multi-deck ship is located (more than 1 cell in size), then the answer is “Wounded!” or “Got it!”, except in one case. The player who shot puts a cross on someone else's field in this cell, and his opponent puts a cross on his field also in this cell. The player who shot is entitled to one more shot. If the shot hits the cell where a single-tube ship or the last unhit cell of a multi-deck ship is located, then the answer is “Killed!” or “Sunk!” Both players mark the sunken ship on the sheet. The player who shot is entitled to one more shot. The game is played until one of the players completely wins, that is, until all the ships are sunk. At the end of the game, the loser can ask the winner to look at his arrangement of ships.

Mastery (Battleship tactics)

If you think that sea battle is a game built solely on luck and chance, then you are mistaken. In fact, it contains both strategy and tactics, which we will talk about in conclusion. So - about tricks and also various honest and not so honest methods of playing sea battle: First of all (and this is the most important thing!), you need to keep your sheet of ships so that the enemy cannot spy on your location;

Be sure to keep a record of your own and other people's moves, marking them with dots. This will prevent shots fired at the same cells;
After sinking an enemy ship, also surround it with points so as not to shoot at places where there are obviously no ships;
You should not place ships in the corners of the field: usually newbies shoot at them first. However, exceptions will be discussed below;
It is necessary to develop a strategy for placement. An uneven distribution of ships gives a good result: gather all the “large” ships into one or two dense groups, and hide the remaining “single-deck” ships separately in secret places on the playing field. In this case, the enemy will quickly identify and destroy the group of large ships, and then will spend a long time searching for the remaining small ones;
Having killed a large ship, the enemy surrounds it with dots. This means that, having found a “four-decker”, the enemy immediately opens (4+1+1)*3 = 18 cells (that is, 18% or almost 1/5 of the field). “Three-decker” gives 15 cells (15%), “double-decker” - 12%, and “single-decker” - 9%. If you place the “four-decker” against the wall, then it will allow you to open only 12 cells (10 for a three-decker, 8 for a two-decker). If you place the “four-decker” in a corner, it will allow you to open only 10 cells (8, 6 and 4, respectively). Of course, if the enemy realizes that all the ships are on the edge, he will quickly sink them. Therefore, it is better to use this advice in combination with the previous one.
Shooting tactics can also be different. However, it is best to start destroying enemy ships by looking for a “four-decker”. To do this, you can shoot diagonally, or draw a diamond, or shoot through 3 cells to the fourth. As soon as a four-deck ship is found, we look for three-deck ones, then two... Of course, during the search process we will come across “all sorts of little things” and make adjustments to the plans.
Here’s a dishonest way: arrange all the ships except the last single-deck (it will serve as the Elusive submarine). And he will be placed (and killed) only in the last remaining cell. It's quite easy to combat this: let the players place ships in one color and fire in another. It is possible, for example, for players to have pens or pencils of different colors and, after arranging the ships, simply exchange pens.

Game options

Complicated "Battleship"

"Volley"

This complicated version"Sea Battle" requires a more thoughtful approach from players. The fields for your own and foreign fleets remain the same, but the ships used and the principle of the game change somewhat. Each player now has one « battleship » (five squares), one « cruiser » (three cells) and two « destroyer » (two cells). The ships are distributed across the field according to the rules stated above. But, unlike “Naval Battle”, in which you can fire three shots per turn, in the “Valley” game as many as seven are fired: three for the battleship, two for the cruiser and one each for the destroyers. The enemy notes where the shots hit on the field of his fleet, but does not specify which of the shots was effective. Instead, he might say "one hit on the cruiser and one on the destroyer." If the ship was hit more than once, this must also be reported.

After this, the ships of the second player fire a salvo, and at this time the first player must think carefully about which cells he should shoot at on his first move in order to find out which of his first hits were accurate.

A ship is considered sunk when all its cells are damaged, and players must report this immediately. This is very important because the next player's number of shots will be reduced by the number that the lost ship provided. Therefore, if you have lost a battleship, your firepower will decrease by three units and next time you will only have four shots. As in “Battleship,” the winner is the one who sinks all the enemy ships first.

Exist game options, differing in rules (distributed mainly outside of Russia). This mainly concerns the number and size of ships, e.g. version of the Milton Bradley company- five-cell, four-cell, two three-cell and two-cell. There are options where the player can shoot more than once in a row. Also, a very different version is described in the book by Ya. I. Perelman “ Entertaining Problems and experiments."

With a standard field size (10×10) and a standard set of ships (1×4 + 2×3 + 3×2 + 4×1), you can add one mine(or more than one). A mine is indicated by a circle inscribed in one cell. A cell with a mine should not touch ships, and if there is more than one mine, then other cells with mines.

If a player, as a result of his move, hits a mine (an enemy mine), then he must inform the owner of the mine (the enemy) the coordinates of one of his unaffected cells, occupied by any of his ships (a ship can have as many cells as he wants, but only one cell is given out). After this, the owner of the mine has the opportunity to shoot accurately (the given cell does not die when it hits the mine - in order for it to die, it must be shot; in other words, the mine only reports the coordinates of the ship). The owner of the mine is not obliged to hit the given square immediately - he has the right to shoot at it at any time. Since the shot at the given cell is accurate, the owner of the mine after this shot gets the right to take a second turn. A used mine is “extinguished” by placing a dot in the center of the circle (in the center of its cell).

The field size can be increased - for example, the size 16x16 or 18x18 allows you to conveniently use the entire size of a single notebook sheet. In this case, the number of figures can be increased - for example, as suggested by Ya. I. Perelman. Then, due to the increase in the number of armies and the size of the field, you can increase the number of mines (for example, up to three) and add a minesweeper to the game (say, one for each player). A minesweeper is designated by an isosceles triangle inscribed in one cell, so that the base isosceles triangle coincides with the bottom side of the cell, and the vertex opposite the base lies on the top side of the cell, dividing the top side in half.

If a player, after making a move, ends up on a minesweeper, then he must give the enemy (the owner of the minesweeper) the coordinates of one of his mines that have not yet been triggered - so that the owner of the minesweeper knows that these coordinates of the given cell with a mine should not be walked on. A cell with a minesweeper should not touch cells with ships and mines, and also, if there is more than one minesweeper, and cells with other minesweepers. If by the time the minesweeper is triggered, the minesweeper does not have a single mine left, then the enemy of the similar one informs the similar one that he has hit a minesweeper, but the similar one does not give him anything.

Since hitting a mine or a minesweeper is not a success, but is a nuisance for the one who walked, then after such an unsuccessful move, the turn passes to the owner of the triggered mine or the triggered minesweeper. If you hit a mine, you cannot give a cell with a minesweeper instead of the coordinates of a ship cell. Mines and minesweepers are single-celled figures. Mines and minesweepers are not considered significant figures - therefore, if a player has only mines and minesweepers left, but all the ships are lost, and the other player does not have all the ships lost, then the game is considered over, and the first player is a loser.

There is a variant of the game in which mines and minesweepers can touch ships or each other.

Options with a “submarine”

In some versions of the game there is a so-called "submarine". On the playing field it is indicated by a diamond inscribed in a cell and always occupies one cell, that is, it is “single-deck”. A "submarine" can be in contact with any ship in its fleet, but not be "under" it, that is, not in the same cell. When one player hits the “submarine” of the second player, the “submarine” sinks, but fires a dying shot at its own coordinate of the first player’s field. Thus, the game becomes more complicated, since there may be a “submarine” in the single-cell halo of a sunken ship.

Option "Flying Dutchman"

Unlike many other variants of "Sea Battle", here each player has only one ship, with the number of decks from 5 to 8 (their exact number is discussed before the game). The game is played on a field of 20 × 20 cells. The ship itself can occupy cells vertically, horizontally and diagonally at the same time. If the ship of one of the players is hit by another player, then the first has the right to move his “Flying Dutchman” to any other place on the field, but he loses the damaged deck. All other rules are the same as in the classic version of sea battle.


Hmm...did someone say "The Flying Dutchman"?

"Spaceships"

Large-scale naval battles are a heritage of a bygone century, so many children will prefer to play “ Spaceships" - disguised "Battleship". Replace the battleship with an intergalactic one rocket ship, a cruiser into a laser frigate, a destroyer into a space infantry transport, and a boat into a fighter, or let the children come up with their own names - and here’s a new game for you.

Tabletop versions of "Sea Battle"

As we have already said, a number of companies have implemented “Battleship” in the format of a board game. The following most successful options should be mentioned.

"Battleship" by Stellar. The classic board game “Battleship” from Stellar is made of safe plastic. The items are small, but well packaged and brightly colored. If a chip suddenly rolls somewhere, it is easy to find. Game boxes are very similar to laptops. Children really like this because it creates the illusion of playing on the computer - the most favorite pastime of gamers of all ages.

Many travelers take board games with them on the road, and Battleship is no exception. Road version of Hasbro Games convenient, compact, helps pass the time and make new friends and acquaintances while traveling. After all, everyone loves to play! Of course, no one will miss the opportunity to fight with you in a sea battle if this beautiful and original box is on the table.

The original Battleship game set is offered by DJECO, who developed the original bright design of game cards for this board game aimed at primary schoolchildren.

Electronic game "Sea Battle". In addition to the colorful mechanical version, there is an equally attractive model - the electronic board game “Battleship”. Here, too, the task is to be the first to destroy the enemy fleet. Only for this you need to indicate the coordinates for the “shelling”. If the point on the map that the player names coincides with the location of the ship, then the ship is considered shot down. To make it easier to follow the progress of the game, a special field records all shots, including those that did not reach the target. This set includes two game boards, the covers of which are used to count shots. Each player receives a set of ships, which he places at his discretion on the playing field provided to him. The set also contains multi-colored chips. They serve to record attacks on the enemy: hits are marked with one color, and misses with the other.

Battery powered sea battle. Many children like board games with sound signals. The battery-powered board game “Battleship” will delight you with good sound, various effects, creating the illusion of the operation of real military equipment.

Special mention should be made of the game "Battleship" with balls. The destruction of ships of the enemy flotilla can be carried out with small balls that roll out onto the playing field of the board game “Sea Battle”. This version of the game is suitable even for the youngest children, since it does not require the ability to read coordinates and think through the location of ships. The mechanical design allows you to shoot accurately and send shells at the enemy flotilla, which knock out ship figures. Even a child preschool age, and it is recommended for children from five years old, will easily cope with such a task and will play the board game “Battleship” along with older children.

Who is this game for?

This board game is recommended for children from seven years old, because battles in a certain coordinate system can be played by children with well-formed abstract thinking, who imagine the enemy’s playing field in their minds and think through their own strategy.

Sea battle for every taste

The board game “Battleship” for two is entertainment not only for children. Adults also enjoy spending their leisure time in fights. Thus, the tabletop version with balls allows grandfather and grandson to play at the same table, and their chances of winning are equal. This adds excitement and brings generations closer together in emotional experiences.

If a child loves gadgets, then “Battleship” (board game) - the electronic version with interesting sound signals will captivate him more than a mobile phone.

Similar games

In addition to "Battleship" there are similar games on paper, most of which are also aimed at children aged six years and older.

1. Tic-tac-toe

This is the most famous of these games. 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.

2. 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 complicate the game, you can introduce a ban on the next shot at a just knocked out tank.

3. 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 checkered 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 calls 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.

4. 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.

5. 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 versions 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 children younger age. 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.

6. Numbers

Did you play this game on a checkered notebook at school or college? 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.

7. Gallows

A little inhumane game, but still. As children, we combined the yard game of Cossack Robbers with “Gallows!” The point of this game is to guess a 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. If this letter is in the word, write it in place. If not, then write the letter to the side so as not to repeat it, and start drawing the “gallows”. - 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.

8. 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.

9. 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.

An incredibly popular paper game. And although there are now special gaming kits for “Battleship”, as well as a lot of computer implementations, the classic version on a piece of paper remains the most popular.

The goal of the game is to sink your enemy's ships before they can sink yours.

Rules of the game "Battleship"

Two players play. Each of them needs a piece of paper (preferably checkered), a pencil or a pen. The game begins with preparing the field. Two squares of 10×10 cells are drawn on a piece of paper. On one of them they will deploy their ships, in the other they will “fire” on enemy ships.

The sides of the squares are signed with letters horizontally and numbers vertically. You need to agree in advance which letters will be written (the main debate arises whether or not to use the letter “Y”). By the way, in some schools, instead of the boring alphabet, they write the word “REPUBLIC” - it just contains 10 non-repeating letters. This is especially useful for those who have never mastered the alphabet.

Ship placement

Next, the deployment of fleets begins. The classic rules of naval combat say that there should be 4 ships of one cell ("single-deck" or "one-pipe"), 3 ships of 2 cells, 2 - 3 cells and one - four-deck. All ships must be straight; curved or “diagonal” ones are not allowed. The ships are placed on the playing field in such a way that there is always a gap of one square between them, that is, they should not touch each other either with their sides or corners. In this case, ships can touch the edges of the field and occupy corners.

When the ships are placed, players take turns firing, calling the squares by their “coordinates”: “A1”, “B6”, etc. If a square is occupied by a ship or part of it, the opponent must respond “wounded” or “killed” (“sunk”). This cell is crossed out with a cross and you can take another shot. If there is no ship in the named cell, a dot is placed in the cell and the turn goes to the opponent.

The game is played until one of the players completely wins, that is, until all the ships are sunk.

At the end of the game, the loser can ask the winner to look at his arrangement of ships.

Mastery

If you think that sea battle is a game built solely on luck and chance, then you are mistaken. In fact, it contains both strategy and tactics, which we will talk about in conclusion. So - about tricks and various honest and not so honest methods of playing sea battle:

  • First of all (and this is the most important thing!), you need to keep your sheet of ships so that the enemy cannot spy on your location;
  • Be sure to keep a record of your own and other people's moves, marking them with dots. This will prevent shots fired at the same cells;
  • After sinking an enemy ship, also surround it with points so as not to shoot at places where there are obviously no ships;
  • You should not place ships in the corners of the field: usually newbies shoot at them first. However, exceptions will be discussed below;
  • It is necessary to develop a strategy for placement. An uneven distribution of ships gives a good result: gather all the “large” ships into one or two dense groups, and hide the remaining “single-deck” ships separately in secret places on the playing field. In this case, the enemy will quickly identify and destroy the group of large ships, and then will spend a long time searching for the remaining small ones;
  • Having killed a large ship, the enemy surrounds it with dots. This means that, having found a “four-decker”, the enemy immediately opens (4+1+1)*3 = 18 cells (that is, 18% or almost 1/5 of the field). “Three-decker” gives 15 cells (15%), “double-decker” - 12%, and “single-decker” - 9%. If you place the “four-decker” against the wall, then it will allow you to open only 12 cells (10 for a three-decker, 8 for a two-decker). If you place the “four-decker” in a corner, it will allow you to open only 10 cells (8, 6 and 4, respectively). Of course, if the enemy realizes that all the ships are on the edge, he will quickly sink them. Therefore, it is better to use this advice in combination with the previous one.
  • Shooting tactics can also be different. However, it is best to start destroying enemy ships by looking for a “four-decker”. To do this, you can shoot diagonally, or draw a diamond, or shoot through 3 cells to the fourth. As soon as a four-deck ship is found, we look for three-deck ones, then two. Of course, during the search process you will come across “all sorts of little things” and make adjustments to your plans.
  • Here’s a dishonest way: arrange all the ships except the last single-deck (it will serve as the Elusive submarine). And he will be placed (and killed) only in the last remaining cell. It's quite easy to combat this: let the players place ships in one color and fire in another. It is possible, for example, for players to have pens or pencils of different colors and, after arranging the ships, simply exchange pens.

Content

A simple and exciting game that has been known since childhood - sea battle. The rules of the game are not very complicated; anyone can remember them. Adults and children like sea battle; you can play it anywhere.

Rules of the game Sea Battle

The essence of the entertainment is that two players take turns calling certain coordinates on the opponent’s map, which is unknown to them. The named point must hit the ship or part of it. The task of each player is to sink all enemy ships first. There are several options for this game today:

  1. On paper. This method is considered classic version entertainment. It allows you to play anywhere. A checkered notebook or one piece of paper (not even lined) is suitable for battle.
  2. Tabletop. The first version of such entertainment appeared more than 80 years ago. The board game sea battle was distinguished by its volume and colorfulness. Over time, many variations have appeared with different numbers ships, other field sizes.
  3. On the computer. Modern gadgets can easily be turned into a battlefield for ships by downloading and installing the desired application. There are online gaming options. Features: selected points are recorded automatically, there is voice acting that adds reality to what is happening.

Field

To understand how to play sea battle, you need to understand the basic concepts. You need to start by drawing your playing field. It represents coordinate plane, a square 10 by 10. Each side has its own definitions: the horizontal side is numbered from top to bottom, the vertical side is numbered with letter designations. The letters of the Russian alphabet from “A” to “K” or from “A to “I” are used if “Ё” and “Y” are omitted. Often, instead of letter designations, the words “Snow Maiden” or “Republic” are used. They consist of ten letters, which corresponds to 10 squares on the playing field.

Next to “your” field you need to draw a “foreign” field, which has the same dimensions and coordinates. This is a site for the enemy flotilla. The field is empty and is used to mark your moves and your opponent’s “hits.” Given that there are several coordinate system options, it is recommended to agree in advance which one will be used. Next you need to arrange the ships.

Number and arrangement of ships

There is a certain layout of ships on the playing field. The ship consists of several decks or pipes (hence the name, for example, “double-deck” or “double-pipe”). On the playing field there are:

  • 1 four-deck, ship, battleship, - a row of four cells,
  • 2 three-deck cruisers, rows of 3 cells;
  • 3 double-deckers, destroyers, – rows of 2 cells;
  • 4 single-deck ships, torpedo boats, – 1 cell.

In the classic game, you must draw ships on the playing field according to the rules. For example, all ships cannot touch each other with their sides or corners. There are variants of the game when ships are placed in the letter “L”, squares or zigzags, touching the corners is not prohibited. There are also battles with a different number of ships or their structure, for example, a five-deck (aircraft carrier), several four-deck. Using more For ships, a different field shape is used, measuring 15 by 15. It is necessary to decide on the choice of game in advance.

Progress of the game

Playing sea battle on paper must be in accordance with certain rules. The instructions determine the conditions and sequence of moves:

  1. Initially, it is chosen who will go with the first. To do this, players cast lots.
  2. When making a “shot”, the player names the coordinates, for example, B3.
  3. If there is nothing in the cell, the opponent says “by.” The ship is located at the named coordinates, then it is “wounded” - if it is hit, “killed” - when it is completely destroyed.
  4. A cross indicates a hit on an enemy ship. With such a successful shot, according to the rules, the player takes a second turn. The right to move is transferred to the second player if the shot lands on an empty field.
  5. The winner is the one who sinks all his opponent's ships first.
  6. At the end of the game, opponents can demand from each other playing fields for check. The loser will be the one whose fields are filled in incorrectly. Victory goes to the one who fought a fair fight.

There are certain restrictions in the game. The game may end early if rules are not followed. Gross violations are considered:

  1. Incorrectly drawn field - the number of vessels exceeds the required number, the side dimensions or coordinate system are incorrect.
  2. One of the players spied the location of the other's ships.
  3. Skipping a move due to inattention.

Winning strategy

A simple battle is not based solely on luck. To achieve victory, there is a strategy and tactics for playing naval battle. It is as follows:

  1. The sheet with the marked field must be held so that the enemy cannot see.
  2. For convenience and reporting, it is recommended to mark enemy shots with dots.
  3. The most vulnerable ships are the battleship and torpedo boat. The first one is very large, so it is easy to spot. Torpedo boats are small and difficult to find on the field, but they sink with one hit.
  4. Beginners often aim at the corners of the playing square, so drawing them there is not recommended.
  5. Experienced players advise immediately coming up with a layout for the ships on the field. Good results can be achieved if you arrange the flotilla units according to the scheme. For example, by gathering cruisers and battleships in one place, and placing boats and destroyers in a chaotic order.
  6. Techniques for shooting at a flotilla can be different. To quickly destroy a battleship, it is recommended to start searching for it diagonally. You need to shoot at squares on 4, through 3 cells. Then you need to move in descending order: look for three-decker, two-decker and single boats.

Video

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In Game "sea battle" The game is played by two people who take turns calling the coordinates of ships on the enemy map. If the coordinates are occupied, then the ship or part of it is “sinked”, and the one caught has the right to make another move.

The game takes place on a field of 10x10 cells for each player, on which a fleet of ships is located. Horizontals are usually numbered from top to bottom, and verticals are lettered from left to right. In this case, letters of the Russian alphabet from “a” to “k” are used (the letters “ё” and “y” are usually skipped) or from “a” to “i” (using the letter “ё”), or letters of the Latin alphabet from “ a" to "j". Sometimes the word "republic" or "snow maiden" is used, since in these 10-letter words not a single letter is repeated. Since there are various options specifying a coordinate system, it is better to agree on this in advance.

The fleet consists of

* 1 ship - a row of 4 “four-deck” cells

* 2 ships - a row of 3 cells "three-balloon"

* 3 ships - a row of 2 cells "double deck"

* 4 ships - a row of 1 cell "single-deck".

When placed, ships cannot touch each other at their corners.

Ship decks should be built “in a line” and not in curves. The main thing: you cannot build the decks of one ship diagonally.

Before the start of hostilities, players cast lots or agree on who will go first.

The player making the move makes a shot - calls out loud the coordinates of the cell in which, in his opinion, the enemy ship is located, for example, “K1!” .
If the shot lands in a cell that is not occupied by any enemy ship, then the response is “Past!” and the shooting player places a dot on someone else’s square in this place. The right to move passes to the opponent.
If the shot hits a cell where a multi-deck ship is located (more than 1 cell in size), then the answer is “Wounded!” The player who shot puts a cross on someone else's field in this cell, and his opponent puts a cross on his field also in this cell. The player who shot is entitled to one more shot.
If the shot hits a cell containing a single-deck ship or the last unhit cell of a multi-deck ship, then the answer is “Sunk!” or “Killed!” Both players mark the sunken ship on the sheet. The player who shot is entitled to one more shot.

The winner is the one who is the first to sink all 10 enemy ships. The loser has the right to ask the opponent to study the playing field after the end of the game.

Violations

The player has his field drawn incorrectly: the number of ships does not correspond to the rules; ships touch each other; incorrect field dimensions and incorrect coordinate system.

The player made changes on his playing field that were not provided for by the rules of the game (during the game you can only put dots and crosses and only according to the rules), for example, he completed the drawing of the missing ship, the player spied the location of the enemy ships or missed his turn.