Sea battle how to draw a field and ships. How to draw a sea battle game

"Battleship" is an exciting game for two players, which only the lazy did not play in childhood. This entertainment is unique, primarily because it does not require any special equipment. All you need is an ordinary pen and a piece of paper, and two guys can start a real battle.

Although all of us in our childhood at least sometimes sat in front of a lined piece of paper, over time the rules of this fun are often forgotten. That is why parents are not always able to keep their grown-up children company. In this article we bring to your attention the rules of the game " sea ​​battle"on pieces of paper that were familiar to each of us several years ago.

Rules for "sea battle" on a sheet

The board game “sea battle” is extremely simple, so all the rules of this game can be reflected in several points, namely:

  1. Before the start of the game, each player draws a playing field measuring 10x10 cells on his piece of paper and places a fleet of ships on it, consisting of such units as:
  • 1 “four-decker” ship, which is reflected on paper as a row of 4 cells;
  • 2 “three-deck” - rows of 3 cells;
  • 3 “double-decker” - rows of 2 cells;
  • 4 “single-deck” ships, depicted as 1 filled cell.
  • All ships are placed on the field taking into account the following rule: the decks of each ship can only be positioned vertically or horizontally. You cannot paint cells diagonally or in curves. In addition, no ship should touch another even at an angle.
  • At the beginning of the game, the participants use lots to determine who will go first. Further moves are made in turn, but with the condition that the one who hit the enemy ship continues his move. If a player does not hit any of the opponent’s ships, he must pass the move to another.
  • The player who makes the move names a combination of letters and numbers indicating the expected location of the enemy ship. His opponent evaluates on his playing field where the shot landed and tells the second player whether he hit the ship or not. Moreover, if any element of the fleet was sunk or hit, it is marked on the field with a cross, and if the blow fell on an empty cell, a dot is placed in it.
  • In the game of “sea battle”, the winner is the one who managed to sink all the ships of the opposing fleet the fastest. If the battle continues, the loser makes the first move.
  • We also suggest that you familiarize yourself with the rules of the game at least Interesting games, which can be played by the whole family -

    A couple of days ago, I was surprised to learn that some of my friends do not know how to play sea battle. Those. They, of course, know the rules, but they play somehow haphazardly and in the end they often lose. In this post I will try to outline the main ideas that will help improve your game.

    Rules of the game

    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 “Ё” 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

    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. That. 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:

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

    In accordance with the notations 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.

    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 the area playing field 4 by 4 cells in size. 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.

    Optimal placement of 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 deploy large ships that leave plenty of room for boats (in blue):

    Each of the above arrangements leaves exactly 60 free cells for boats, which means that the probability of accidentally getting into a boat is 0.066. For comparison, it’s worth giving a random arrangement of ships:

    With this arrangement, only 21 cells remain for boats, which means that the probability of hitting a boat is already 0.19, i.e. almost 3 times higher.

    In conclusion, I would like to say that you should not spend too much time playing naval battle. I especially want to warn you against playing during lectures. While I was sitting in Wabi-Sabi playing battleship with my girlfriend, a waitress walked by and said that she was quite good at playing because... I practiced a lot in pairs. Who knows what she would have worked like if she had listened to lectures in her time?

    P.S. The comments absolutely correctly indicate that there were already similar publications on the hub; it would be wrong not to provide links to them.

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

    The goal of the game is to sink the enemy's ships before he 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. Good result gives an uneven distribution of ships: 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;
    • By killing big ship, the enemy surrounds him 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 different colors and after arranging the ships, simply change handles.

    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.

    In addition to the traditional "Sea Battle" using ballpoint pen and a sheet of checkered paper, there are a huge number of varieties of this game, many of which are made in a board 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 naval battle, battle, i.e., a battle between two fleets.

    One of the custom options for the playing field

    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

    The 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

    As we already said, two people 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 more challenging version of Battleship 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 was provided lost ship. 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.

    There are variants of the game that differ in rules (mainly common outside Russia). This mainly concerns the number and size of ships, for example, the Milton Bradley company's version is 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 (10x10) and a standard set of ships (1x4 + 2x3 + 3x2 + 4x1), you can add one mine (or more than one) to the game. 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 of the isosceles triangle coincides with the bottom side of the cell, and the vertex opposite to 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 opponent 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. Classical 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. Travel version from 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 naval battle, if there is this beautiful and original box on the table.

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

    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 enjoy board games with beeps. 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 "Sea battle" 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.

    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 similar 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 make the game more difficult, you can introduce a ban on the next shot at a tank that has just been knocked out.

    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 the enemy's ships before he 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.

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