Game "sea battle". Sea battle

If the opponent has a ship at these coordinates (the coordinates are occupied), then the ship or part of it is “sinked”, and the one who gets caught gets the right to make another move. The player's goal is to be the first to hit all enemy ships.

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Classic sea battle

Rules for the placement of ships (fleet)

The playing field is usually a 10x10 square for each player on which a fleet of ships is placed. 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 for specifying a coordinate system, it is better to agree on this in advance.

Placed:

  • 1 ship - a row of 4 cells (“four-deck”)
  • 2 ships - a row of 3 cells (“three-deck”)
  • 3 ships - row of 2 cells (“double deck”)
  • 4 ships - 1 cell (“single-deck”)

Another variant of the name: -pipe (for example, two-pipe).

When placed, ships cannot touch each other at their sides or corners. However, there are options when touching the corners is not prohibited. There are also variants of the game when ships can be placed in the letter “G” (“three- and four-deck”), in a square or zigzag (“four-deck”). In addition, there are options with a different set of ships (eg one five-deck, two four-deck, etc.) and/or a different field shape.

Next to the “own” field, a “foreign” field of the same size is drawn, only empty. This is a section of the sea where enemy enemy ships sail.

When you hit an enemy ship, a cross is placed on someone else's field; when a blank shot is fired, a dot is placed. The victim shoots again.

Sinking of enemy ships

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, “B1”.

  1. If the shot hits 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.
  2. 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 (see point 3). 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.
  3. 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 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. If the loser finds any violation of the rules (see below), then the victory is awarded to him. The original winner may, in turn, ask the opponent for the playing field to look for violations. If he finds them, then the players compare each other's fields. If no discrepancies are noticed, then the game does not count (both lose). The one whose opponent's field is incorrect (and provably incorrect) will be a loser, and his opponent will be a winner. The game may also end earlier than when all ships are sunk if rule violations are noticed during the game. In this case, the loser will be the one who is found to have violated the rules, although he can also ask the opponent for the playing field to look for violations.

Violations

Winning strategy

Around each ship you can draw an area (one cell thick) in which there cannot be other ships - we’ll call this area halo of this ship. One of the winning strategies is described by Ya. I. Perelman. Let's call the player using this winning strategy Victor; Let's call the other player (not using Ya. I. Perelman's winning strategy) Peter.

Perelman's winning strategy is that Victor compactly places his multicellular ships in one of the corners of the field, “squeezing” into this corner as much as possible. Victor distributes single-cell ships evenly over the remaining parts of the field unoccupied by multi-cell ships. Most likely, Peter will relatively quickly discover that many of Victor’s ships are compactly concentrated in this corner, and will quickly destroy all of Victor’s ships, except for single-celled ones. After this, in order to find Victor’s single-cell ships, Peter will need to explore very large area, since the halos of Victor’s multicellular ships overlap, plus the lion’s share of the area of ​​the halos of ships pressed to the edge of the field ends up outside the field. Meanwhile, due to the fact that Peter's halo area overlaps less than Victor's, Victor needs to explore a smaller area of ​​Peter's field than Peter needs to explore the area of ​​Victor's field.

As players hit each other's ships, the portion of Peter's field area not explored by Victor decreases faster than the portion of Victor's field area not explored by Peter decreases. Thanks to this, Victor explores Peter’s field with his shots faster than Peter explores Victor’s field, and, therefore, Victor will hit all enemy ships faster than Peter. In this case, Victor will suffer great losses (he will lose all his multicellular ships), but the rules of the game do not require him to strive for minimal losses, so Victor, having retained only single-celled ships, will be a winner compared to Peter, who will lose all his ships earlier than Victor.

Game options

There are variants of the game that differ in rules (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.

Flying Dutchman [ ]

Unlike many other variants of naval combat, here each player has only one ship, with a 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 classic version sea ​​battle.

Computer implementations

There are many computer programs simulating the game. Computer implementations may differ in the presence of sounds, automatic designation of fields where a ship cannot be, etc.

"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 next 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 him in his own way playing field, where the shot landed, and tells the second player whether it 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 -


    HISTORY OF THE GAME The game was “invented” in 1931 by Milton Bradley. More precisely, the “board game” was released by his company as a commercial product. The idea for the game came during the First World War, in which there were many naval battles.


    HISTORY OF THE GAME There is evidence that the game existed in a “paper” version much earlier, even before the First World War, and the true author is unknown. In 1982, after the Falklands Crisis between Argentina and England, a puzzle version of the game appeared, Batalla Naval in the Spanish (Argentine) version, or Navy Battle in the English version.


    RULES OF THE GAME The game involves two players. Opponents each have two squares of lined paper per 100 cells. On one of these squares there are 10 ships, 1 battleship, 2 cruisers, 3 destroyers and 4 submarines. The battleship occupies 4 squares, the cruiser 3, the destroyer 2 and the submarine 1 square.




    RULES OF THE GAME RULES OF THE GAME Vessels are located on the map in any direction, horizontal or vertical; the only condition is that the ships do not touch one another, that is, there should be free cells between them. In this case, each player should not know the location of the enemy ships. The other square remains free.


    RULES OF THE GAME The task of the players is to disable the enemy's ships (destroy his entire fleet). This is achieved by gunfire. The latter consists of opponents naming squares one by one. If a free cell is named, it is considered a miss. If the named cell is occupied by one or another vessel, then such a shot is considered a hit.


    RULES OF THE GAME To disable submarine, it is enough to hit it with one projectile; a destroyer requires two hits, a cruiser three, and a battleship four. It is clear that you should shoot at different cells each time. If an enemy shell hits a ship, which then breaks down, then the player says killed. A hit on a ship, which fails only after several hits, is marked by playing the word hit.


    RULES OF THE GAME On your own playing card players mark the results of the enemy's shots, and their shots on the control card. Misses are marked with a dot, hits with a dash, and disabled vessels with a cross. The winner is the one who manages to shoot all enemy ships first.


    RULES OF THE GAME 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 The player missed his turn




    RULES The rules of MATHEMATICAL SEA BATTLE repeat the rules of the classic game, they also use two fields measuring 10 * 10 cells, 10 ships are placed and the players take turns making shots. When destroying an enemy ship, the team receives a task, for solving which they can receive from 1 to 4 points.


    RULES Also, 3 “mines” are placed on the field of each team. They contain more complex tasks. Behind correct solution For such a task, the team receives 2 points; for an incorrect one, the team loses the same number. The game ends when all ships of one team are destroyed. The team that scores wins large quantity points.


    GAME Arrangement of ships on the field: 1 ship, a row of 4 cells (battleships, or “four-deckers”) 2 ships, a row of 3 cells (cruisers, or “three-deckers”) 3 ships, a row of 2 cells (destroyers, or “two-deckers”) 4 ships row of 1 cell (“submarines”, or “single-deck”)




    Playing the move There is a ship near the shore with a rope ladder launched into the water. The staircase has 10 steps. The distance between the steps is 30 cm. The lowest step touches the surface of the water. The ocean is very calm today, but the tide begins to rise, raising the water by 15 cm in an hour. How long will it take for the third step of the rope ladder to be covered with water?






    Problem 1.2 There are 4 cans in a backpack: 2 with cream and 2 with milk. At random they take out 2 cans that go for breakfast, and if the cans are the same, then a can of milk is put in the backpack, and if they are different, then with cream. In the end, there was only 1 can left in the backpack. What's in it?






























    For example, to make it easier to deal with monsters at early levels, do not forget to use the help of captains during battles. Completing secondary quests and using skills will also help increase your strength.

    Shipbuilding

    Of course, not a single strategy is about naval battles can't do without ships. To lead a flotilla into battle, you first need to build it. To build, open the “Shipyard” tab on the panel of the same name and select the desired ship. If there is not enough material, you will automatically be directed to the location where it can be obtained. Don't forget about the ship exchange function. With its help, you can exchange an attacking ship for a defending one, or an ordinary ship for an advanced one.


    Ship classification

    Keep in mind that as you level up in the game, you will gain access to the ship unlocking system. Every ten levels four ships will be unlocked:

    • Regular attack ship;
    • Advanced attack ship;
    • Regular defense ship;
    • Advanced defense ship.

    Advanced ships can be easily identified by their crown icon.

    Materializing materials

    To succeed in the battle strategy, all initial equipment must be purchased in the Store. In the future, it can be improved by increasing its characteristics, but only in the Forge. If you want to combine materials or equipment, the option is also available in the Forge. When you don't have enough material, just click on the missing one, and the game will direct you to the place where you can get it.

    Commanding the captains

    Involves the use of assistant captains. Since it is not easy to manage an entire flotilla alone, you will have to enlist the help of experienced mercenaries, whom you can hire in the Tavern. You can assign an assignment to the captain in the Fleet tab, in the Captain panel. Simply drag the captain icon into one of the three fleet slots. This will allow you to call the captain for help during a ship battle.

    Damage Increase

    To develop as quickly as possible in Naval combat and use your potential as effectively as possible and win most difficult and dangerous battles, follow these simple tips:

    • Once you start the game, complete as many quests and story tasks as possible;
    • In the Tavern, hire the captain with the greatest potential;
    • Build more advanced ships;
    • If possible, improve and upgrade your equipment;
    • Study the stars in Astrology in time.

    The game "Battleship" helps people pass the time during classes, lectures, lunch breaks or just cold winter evenings for more than 80 years. During this time, many generations have changed, but the game still remains relevant. Although it is being replaced by more modern and dynamic computer games, today it is almost impossible to find a schoolchild who does not know how to play naval battle and what it even is. I will tell you about the rules of the game, and also describe winning tactics. Let's look at how to play sea battle.

    Rules of the game

    Each player's playing field is a 10x10 square on which ships are placed. The field must contain numeric and alphabetic coordinates (vertical numbers are 1-10, and horizontally letters are from a to k). For the classic game, four one-cell ships (submarines), three two-cell ships (destroyers), two three-cell ships (cruisers) and one four-cell ship (battleship) are used. They are drawn inside the square. According to the rules, the ships should not touch each other. It is best to play on a sheet of paper with a square, because the drawing of ships is a circle of squares. One deck - one cell. Ships can be placed both horizontally and vertically. Next to his square, the player draws a second one, on which he marks “shots” at the enemy. When hitting an opponent's ship, a cross is placed on the opponent's field. The hit player fires another shot.

    Violations

    • The number of ships does not correspond to the rules
    • The ships are located close to each other
    • Changed field size
    • Incorrect coordinates specified

    Game process

    • Players decide who will go first
    • The player making the move names the coordinate where, in his opinion, the opponent's ship is located. For example, square A1.
    • If he misses, the opponent must say “Miss!”; if he hits, “Hit,” “Wounded,” or “Killed,” depending on the size of the ship.
    • The game continues until all the ships of one of the players are sunk.

    How to win a sea battle

    This strategy is one of many options for building a battle. Its essence lies in the fact that all large ships (from two to four cells) are located in one corner of the field and as compactly as possible. But single-celled ships are scattered throughout the rest of the field. As a result, your opponent will quickly find a grouping area of ​​large ships quite quickly and begin to mercilessly destroy them. At this moment he will feel like a real genius, but we know what the catch is. During the time that your opponent spends searching for small ships, you will most likely have time to understand his tactics and destroy most of the ships, thereby making him nervous. The rest is a matter of technique. This article talked about the rules, the process of the game and gave examples of winning tactics on how to win a sea battle. With the right approach, all of the above can serve as a good knowledge base for getting maximum pleasure from the game.

    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 “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

    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 voice 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 the following rule: do not shoot at the 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 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.

    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.

    "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 invite you to familiarize yourself with the rules of playing equally interesting games that you can play with the whole family -

    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 for 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.

    Children are so captivated by various gadgets that they often don’t want to not only read, but even play non-virtually. This worries both specialists and parents. In one of the episodes of the cartoon "Barboskiny" Grandfather just suggests a way to return children to real world by playing with the whole family the usual “Battleship” on paper.

    To do this, he turns off the electricity in the house, and the grandchildren are forced to master the game, which does not require any special conditions. He showed that you can have an interesting time without any Internet, armed only with a pen and your own mind.

    Although this board game Battleship exists today in computer version, but the traditional version of destroying ships on a checkered piece of paper has one undoubted advantage over the virtual one.

    Playing with a living person is more interesting than playing with a computer; the battle is much more fun and exciting. And it’s more useful, because in this case the child develops not only logic and strategic thinking, but also intuition, the ability to “calculate” and read the emotions of another person.

    Another plus and the reason for the long popularity of the game is the simplicity of its organization. In order to lead ships into battle, you do not need the Internet, electricity, a large room or any special surroundings. Enough paper, a pen and knowledge of sea battle on paper for two.

    Learning to play sea battle


    The rules for naval battle for two people are quite simple. On paper, each player must draw a square of 10x10 cells, which are designated on one side with letters from A to K (without E and J), on the other with numbers from 1 to 10. In this field you need to place your ships.

    A second similar square with similar field designations is drawn nearby. On it, during the battle, the player records his shots.

    • When making a “shot,” the player names the coordinates of the target, for example, B8.
    • The opponent answers “by” if there is nothing in the square; "wounded" if his ship was hit; "killed" when the ship is destroyed.
    • Hitting someone else's ship is indicated by a cross. In this case, the rules give the right to the next shot.
    • If you miss, the right to shoot passes to the second player. The winner is the one who first destroys all enemy ships.
    • At the end of the game, the participant can demand that the opponent show his playing field and compare the records of moves.


    The rules of the game Sea Battle stipulate not only how many and what size ships participate in the battle, but also their location.

    1. The composition of the ships: 4 submarines of one cell, 3 destroyers of two cells, 2 cruisers of three cells and one four-cell battleship.
    2. The ships must be drawn so that they do not touch each other under any circumstances. There must be a distance of at least one cell between them.
    3. Ships can be positioned horizontally, vertically, or at the edge of the playing field.

    What not to do

    They stipulate rules and certain restrictions.

    1. The composition of ships cannot be changed.
    2. Some rules say that one ship can only have a linear shape; in some options, the shape of the letter L is allowed. This point must be discussed in advance. But in all variants you cannot draw and place ships diagonally.
    3. The field value cannot be changed.
    4. You cannot distort the coordinates and hide the hit.

    Strategies


    Not only the simple rules and conditions for organizing the game explain the popularity of the game Sea Battle, but also the fact that winning in it is determined not only by luck, but also by the right strategy and tactics. This is a game of two people, which means that emotions and cunning are added to logic. Therefore, a winning strategy involves:

    • Under no circumstances should your opponent be able to see your playing field.
    • Consider your opponent's skill and way of playing. For example, if your opponent is a novice player, then you should not place your ships in the corners of the field. Inexperienced players often start with them, especially with the move A1. If an experienced and long-time opponent is playing with you, who already knows that there can’t be any in the corners of your ships, then it’s worth breaking the pattern and hiding a couple there.
    • Think about the location of your ships. One of the winning strategies is to arrange large ships compactly in one place, and single-celled ships scattered away from each other. Then the player, having quickly found large ships, will spend a lot of time searching for small submarines. This will give you time and a chance to recoup.

    Winning tactics


    The correct tactics of the game include several simple techniques.

    Be sure to record your opponent's moves on your field, and all your moves on the second playing field. Not only hits are indicated, but also misses. Some do it with dots, others with crosses. This will avoid repeated shelling of empty squares and conflicts in case of any errors.

    If the opponent’s ship is “killed” in a naval battle, then the cells surrounding it are immediately marked as empty. After all, we know that the rules prohibit placing ships in them. This saves you time. In this case, the most advantageous shot is at the battleship. Its destruction immediately opens eighteen cells, almost a fifth of the field.

    Players' shooting tactics can also be different. You can shoot while making diagonal moves. This way there is a greater chance of catching large ships. You can, in search of a profitable battleship, shoot through three cells to the fourth. After the first hits, the choice of moves is determined based on what begins to appear on the enemy playing field.

    Tactics to combat popular fraud, when the opponent displays the last single-deck ship already during the game in the last free cell. To make such deception impossible, the field and ships are drawn in one color, and shots are indicated with a different pen or pencil.

    Today the game Battleship exists both as a tabletop factory set and as a computer game, but playing on a simple checkered piece of paper is still exciting.

    Let's play "Sea Battle"

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