How to play Sea Battle: rules. The optimal algorithm for playing sea battle

On the polar and southern seas, Along the bends of green swells, Between basalt and pearl rocks, the sails of ships rustle. The swift-winged ones are led by captains, Discoverers of new lands, Who are not afraid of hurricanes, Who have tasted the maelstrom and shallow .. N. Gumilyov, "Captains" What is the game "Battleship" about

All children (especially boys of different ages)) attract games of military themes, while the most interesting are war games combined with sea romance. Few of the male half of humanity can leave indifferent the combination of an exciting battle and sea adventures. That is why the game with the long-familiar name "Battleship" has never lost its popularity.

Apart from traditional "sea battle" using a ballpoint pen and a piece of paper in a box, there are a huge number of varieties of this game, many of which are made in desktop version. Sea battle options have a variety of designs, different levels of difficulty, and numerous additional features. And, of course, all options differ in size and price, but they 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 fond of "Sea Battle" will become sailors or, moreover, admirals. But the qualities that they bring up, fighting with the enemy, will be useful to them in adulthood. The main thing is that they will learn to win and not give up, they will learn the basics of tactics and psychology, they will rejoice in their achievements, starting with a small 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 a modest equipment, the sea battle still captured and carried away. The boys could sit for hours at the desk, creating more and more new tactical situations, thinking over the strategy of their attack on the enemy. The goal of the game has never changed. It consists in sinking the entire enemy fleet. It's not as easy as it might seem, because it's not enough to just be a good shooter to win. It is very important to be able to build the game in such a way as to hinder the enemy, prevent him from carrying out his plans, bring confusion to his ranks, and disrupt the strategy.

How to play (rules of the classic game "Battleship", the course of the game)

Two players play. Each of them needs a piece of paper (preferably in a cage), a pencil or a pen. The game begins with the preparation of the field. Two squares of 10 × 10 cells are drawn on the sheet. On one of them, their ships will be placed, in the other, "fire" will be fired at enemy ships. The sides of the squares are signed with letters horizontally and numbers vertically. It is necessary to agree in advance which letters will be written (the main disputes arise whether or not to use the letter “Yo”). 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 not mastered the alphabet.

Arrangement of ships

Next, the deployment of fleets begins. The classic rules of naval combat say that there should be 4 ships in one cell (“single-deck” or “single-tube”, “boats” or “submarines”), 3 ships in 2 cells (“destroyers”), 2 - in 3 cells (“ cruisers") and one - four-deck "battleship". All ships must be straight, no curved or "diagonal" allowed. The ships are placed on the playing field in such a way that there is always a gap of one cell between them, that is, they should not touch each other either by the sides or by the 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 making "shots", naming the squares according to their "coordinates": "A1", "B6", etc. If the shot hit a cell that is not occupied by any enemy ship, then the answer follows !" and the shooting player puts a dot on someone else's square in this place. The right to move passes to the opponent. If the shot hit the cell where the multi-deck ship is located (larger than 1 cell in size), then the answer “Wounded!” or "Hit!", Except one case. The shooting player puts a cross in this cell on a foreign field, and his opponent puts a cross on his field also in this cell. The player who shoots gets the right to one more shot. If the shot hit the cell where the single-tube ship or the last undamaged cell of the multi-deck ship is located, then the answer “Killed!” or "Sunk!". Both players mark the sunken ship on the sheet. The player who shoots gets the right to one more shot. The game is played until the complete victory of one of the players, that is, until all the ships are sunk. At the end of the game, the loser can ask the winner to look at his ship placement.

Skill (tactics of the game "Battleship")

If you think that sea battle is a game built solely on luck and luck, then you are mistaken. In fact, it has both strategy and tactics, which we will talk about in conclusion. So - about the tricks and also various honest and not very honest methods of playing naval battle: First of all (and this is the most important thing!), You need to keep your sheet with 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. So shots on the same cells will be excluded;
Having sunk an enemy ship, also surround it with dots so as not to shoot at places where there are obviously no ships;
You should not put ships in the corners of the field: usually beginners shoot at them first of all. However, exceptions will be discussed below;
It is necessary to develop a strategy for placement. A good result is the uneven distribution of ships: collect all the "large" ships in one or two dense groups, and hide the remaining "one-deck" ships separately in secret places on the playing field. In this case, the enemy will quickly figure out and defeat the grouping of large ships, and then it will take a long time to search for the remaining small ones;
After killing a large ship, the enemy surrounds it with dots. So, having found a “four-deck”, the enemy immediately opens (4 + 1 + 1) * 3 = 18 cells (that is, 18% or almost 1/5 of the field). "Three-deck" gives 15 cells (15%), "two-deck" - 12%, and "single-deck" - 9%. If you put the “four-deck” against the wall, then it will allow you to open only 12 cells (10 for a three-deck, 8 for a two-deck). If you put the "four-deck" in general 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, the destruction of enemy ships is best to start with the search for a "four-deck". To do this, you can shoot diagonally, or draw a rhombus, or shoot through 3 cells on the fourth. As soon as a four-deck ship is found, we look for three-deck ones, then two ... Of course, in the process of searching, “every little thing” will come across and make adjustments to the plans.
And here is a dishonest way: to arrange all the ships, except for the last one-deck ship (it will act as the Elusive submarine). And he will be placed (and killed) only in the last remaining cell. Dealing with this is easy enough: let the players arrange the 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 placing the ships, simply change pens.

Game Options

Complicated "Naval battle"

"Volley"

This complicated version Sea Battle requires a more thoughtful approach from players. The fields for 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 cells), one « cruiser » (three cells) and two « destroyer » (two cells). Ships are distributed across the field, according to the above rules. But, unlike Naval Battle, in which three shots can be fired per turn, in the Volley game, as many as seven are fired: three for a battleship, two for a cruiser, and one each for 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 a cruiser and one hit on a destroyer." If the ship was hit more than once, this must also be reported.

After that, the ships of the second player make a volley, while the first player should think carefully about which cells he should shoot on the first move in order to find out which of his first hits were accurate.

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

Exist game options, differing in rules (common, mainly outside of Russia). Basically, it concerns the number and size of ships, for example, Milton Bradley version- 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 not one). Mina is indicated by a circle inscribed in one cell. A cell with a mine should not touch ships, and if there are more than one mine, then other cells with mines.

If a player, as a result of his move, hit a mine (on an enemy mine), then he must inform the owner of the mine (enemy) the coordinates of one of his undamaged cells occupied by any of his ships (a ship can have as many cells as desired, but only one cell is given out). After that, the owner of the mine has the opportunity to shoot accurately (the issued cell does not die at the moment it hits the mine - in order for it to die, you need to shoot at it; in other words, the mine only reports the coordinates of the ship). The owner of the mine is not obliged to hit the given cell immediately - he has the right to shoot at it at any time. Since the shot at the given cell is well-aimed, the owner of the mine after this shot gets the right to a second move. The 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 of 16x16 or 18x18 allows you to comfortably 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 indicated by an isosceles triangle inscribed in one cell, so that the base of the isosceles triangle coincides with the bottom side of the cage, and the vertex opposite to the base lies on the top side of the cage, dividing the top side in half.

If the player, having made a move, got 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 issued cell with a mine should not be walked. A space with a minesweeper must not touch spaces with ships and mines, and also, if there is more than one minesweeper, and spaces with other minesweepers. If by the time the minesweeper is triggered, the one who resembles does not have a single mine left, then the opponent of the one who resembles informs the one who resembles that he has hit a minesweeper, but the one who resembles him does not give anything.

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

There is a variant of the game in which mines, 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 rhombus inscribed in a cell and always occupies one cell, that is, it is "one-deck". A "sub" can come into contact with any ship of its flotilla, 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 makes a suicide shot at its own coordinate of the first player's field. Thus, the game becomes more complicated, since a "submarine" can be located in the one-cell halo of a sunken ship.

Variant "Flying Dutchman"

Unlike many other Sea Battle options, here each player has only one ship, with the number of decks from 5 to 8 (the exact number is negotiated 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 another player gets into the ship of one of the players, then the first player has the right to move his "Flying Dutchman" to any other place on the field, but he loses the undermined deck. All other rules are the same as in the classic naval battle.


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

"Spaceships"

Large-scale naval battles are the legacy of a bygone age, so many children will enjoy playing Spaceships - Sea Battle in disguise. Replace the battleship with an intergalactic rocket ship, the cruiser with a laser frigate, the destroyer with a space infantry transport, and the boat with a fighter, or let the kids come up with their own names - and here's a new game for you.

Desktop versions of "Naval battle"

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

"Battleship" of the company "Stellar" (Stellar). Stellar's classic board game Sea Battle is made of safe plastic. The parts are small, but well packed and have a bright color. If suddenly the chip rolls somewhere, it is easy to find it. Game boxes are very similar to laptops. This is very popular with children, because it creates the illusion of playing on the computer - the favorite pastime of gamers of all ages.

Many travelers take board games with them on the road, and Sea Battle is no exception. Road version of Hasbro Games convenient, compact, helps to pass the time, make new friends and acquaintances on the trip. 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 game set "Sea Battle" is offered by DJECO, who developed the original bright design of 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 Sea Battle electronic board game. Here, too, the task is to be the first to destroy the enemy fleet. Only for this you need to specify 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 hit. To make it easier to follow the course of the game, a special field keeps a record of all shots, including those that did not reach the target. This set includes two game boards, the covers of which serve to record shots. Each player receives a set of ships, which he places at his discretion on the playing field provided to him. The set also includes multi-colored chips. They serve to fix blows to the enemy: hits are marked with one color, and misses are marked with the other.

Sea battle on batteries. Many children enjoy board games with beeps. The board game "Battleship" on batteries will delight you with a good sound, various effects that create the illusion of real military equipment.

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

Who is this game for?

This board game is recommended for children from the age of seven, because the battles in a certain coordinate system can be played by children with well-formed abstract thinking, who imagine the opponent's playing field in their mind and think over their own strategy.

Sea battle for every taste

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

If a child loves gadgets, then Sea Battle (board game) - an electronic version with interesting sound signals will captivate him more than a mobile phone.

Similar games

In addition to Sea Battle, there are similar games on paper, most of which are also aimed at children from the age of six.

1. Tic-tac-toe

This is the most famous of these games. The playing field is drawn 3 by 3 cells (total 9 cells). Players take turns making moves by placing a cross or a zero in an empty cell. Purpose of the game: to build a line of 3 crosses or zeroes 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

The game requires an A4 sheet 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 “shell” each other in this way: the shot is drawn in their own half of the field, then the sheet is folded in the middle and the shot, visible through the light, is marked in the second half of the field. If the shot hit the tank, then it is considered "knocked out" and one more additional shot is needed to destroy it. If the player hit 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 freshly knocked out tank.

3. Hands

This game can be played even with young children who are already familiar with numbers.
It will help you learn how to quickly navigate the numbers and concentrate.
To play, you will need two sheets of paper in a cage, on each sheet the player circles his palm. Now, in the space bounded by the drawing, numbers from 1 to ... are randomly arranged here. Here you need to agree in advance. Next, the game begins. One player calls an arbitrary number, while the other tries to find this number on his palm, while the first player quickly puts crosses in the cells on his sheet, starting from the top left cell. The winner is the one who quickly fills all the cells of his field with crosses.

4. Points and segments

The conditions of this game on paper are simple: put a few dots on a sheet of paper (at least 8, and preferably at least 15). Two players play by connecting any two points in turn with a line segment. You cannot 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. Dots

We played this game at the institute during boring lectures. It develops tactical and strategic thinking.
The playing field is an ordinary sheet of paper in a box, if there is a lot of time and patience, you can play on a whole notebook spread. The playing field can be circled with a line and forbid by the rules to put dots on this border. Each player must have a pen or pencil of their own color. Players take turns putting 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 color. The dots must be spaced one cell apart 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 territory or points of the enemy with dots, they are yours. After such a capture, the player is granted the right of an extraordinary move. In some versions of the game, you can capture only 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 occupied lands is calculated and the winner is declared. Most often, there is no need to specifically count anything - the result is obvious.
Can also be played with younger children. In this case, the playing field should be made quite small - a quarter of a notebook page or even less, and take paper with large cells.

6. Numbers

Did you play such a game on a notebook in a box at school or institute? It was called differently: numbers, numbers, seeds, 19, but the meaning did not change from this. You write out the numbers from 1 to 19 in a row, in a line up to 9, and then you start the next line, in each cell, 1 digit. Then you cross out paired numbers or giving a total of 10. One condition - the pairs must be next to or through 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 a child, we combined the courtyard game of Cossack robbers with the "gallows!" and instead of the missing letters we put dashes. The task of the second player is to guess the hidden word. He names the letter. If this letter is in the word, we enter it in its place. If not, then we write the letter to the side so as not to repeat itself, and begin to draw the "gallows" - a vertical line. At the next mistake - a horizontal one (it turns out something like the letter g). Then a rope, a loop, a man's head, a torso, arms and legs are drawn. For these several attempts, the player must guess the word. If it didn’t work out, he lost. If had time - it was 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 piece of paper. In the middle row we write a word of five letters. Players take turns making moves. In one move, a letter is entered into a free 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 that, the number of points is calculated. Whoever has the most wins.

9. Dots and squares

Game for two players. You will need a sheet of paper, preferably in a cage, and a pair of pens in different colors.
On a sheet of paper, a playing field is drawn with a size of 3 * 3 squares, or more (up to 9 * 9), 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 has become the final one in the square, put your sign in it and get the right to an additional move. The moves continue until you put a line that does not close any square. The game ends when the entire field is filled. After that, the number of squares closed by each player is counted and the winner is announced.
For all its simplicity, the game has a twist. Here you can calculate the moves ahead and try to put your opponent in a disadvantageous position, forcing him to make an uncomfortable move.

The Sea Battle game has been helping people pass the time in lessons, lectures, lunch breaks or just cold winter evenings for over 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 sea battle and what it is all about. I will tell you about the rules of the game, as well as describe the winning tactics. Consider how to play sea battle.

Rules of the game

The playing field of each player is a 10x10 square on which ships are placed. The field must contain numeric and alphabetic coordinates (numbers 1-10 vertically, and letters from a to k horizontally). 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 must not touch. It is best to play on a piece of paper in a box, because the drawing of ships is an outline of the cells. 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 a foreign field. The hit player takes another shot.

Violations

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

Game process

  • Players decide who goes first
  • The player making the move names the coordinate on which, in his opinion, the opponent's ship is located. For example, square A1.
  • On a miss, the opponent must say "Missed!", on a hit, "Hit", "Wounded" or "Killed", depending on the size of the ship.
  • The game continues until all ships of one of the players are sunk.

How to win in a sea battle

This strategy is one of the 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-cell ships are scattered across the rest of the field. As a result, your opponent will quickly find the grouping zone of large ships quite quickly and begin to destroy them mercilessly. At this point, he will feel like a real genius, but we know what the catch is. During the time that the opponent spends looking 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 already a matter of technology. This article talked about the rules, the process of the game and gave examples of winning tactics on how to win in a sea battle. With a competent approach, all of the above can serve as a good knowledge base for getting the most out of the game.

"Sea Battle" is an exciting and simple game that does not require special tools and special knowledge. It can be played both on a computer and on paper, and only the second option was once used, since there was no other possibility. Not everyone knows how to play Sea Battle, because either there was no opportunity to learn, or there was no “teacher”. In any case, such knowledge can be useful. The rules of the game "Sea Battle" are simple, anyone can remember them, regardless of age and level of intelligence.

General

The game "Sea Battle" has long conquered many people. It is interesting, exciting, and most importantly - does not require any costs. To play with a person together, you will need two sheets of paper in a cage (preferably) and two pens (or 2 pencils).

"Battleship" is useful not only because it allows you to have a good time. The game also contributes to the development of strategic thinking and intuition. If you and the person know each other, you have the opportunity to use information about the enemy. For example, your assumptions about how he could place the ships so that they are hard to find, how you would place if you were in his place, can be confirmed and help win.

rules

Well, you can proceed to the main part. Now you will learn how to play Sea Battle:

1. First you need to draw two squares of 10x10 cells on a piece of paper (of course, it’s easier to draw on a sheet in a cell). Then, in both figures, put down the letters from A to K on the top row (from left to right, skipping E and Y), and to the left of the squares - the numbers from 1 to 10 (top to bottom).

2. On the left square you need to place:

  • 1 ship, consisting of 4 cells;
  • 2 ships, consisting of 3 cells;
  • 3 ships, consisting of 2 cells;
  • 4 ships, consisting of 1 cell.

Ships cannot touch each other either on the sides or on the corners. It is important that there is at least one free cell between them. Ships can touch the edges of the playing field, and they must be located only vertically and horizontally (not diagonally).

The right square must remain empty.

3. The goal of each player is to destroy enemy ships. The one who goes first (by agreement or by chance (using lots)), calls the coordinates (letter-number), looking at the right empty square. For example, E7. The opponent looks at his left drawing, where his ships are located, and answers:

a) past;
b) injured;
c) killed.

The first option means that the player has landed on an empty cell, that is, he has not landed anywhere. He marks this place in his right square so as not to choose it a second time (most often with a cross, but in any other convenient way), and meanwhile the turn passes to the second player.

The second option means that the player got into a multi-deck ship (occupying from 2 to 4 cells). Having marked the right place on his card, a person has the right to the next move until he misses. So, if after shouting E7 the answer “wounded” followed, the player can call either E6, or F7, or E8, or D7 to finish off the wounded ship (by the way, this is not necessary, you can temporarily leave it alone and look for others) . The second player again answers "by", "wounded" or "killed".

The third option means that the enemy ship has been destroyed. If this happened from the first move, then it was single-deck (consisting of one cell), which can be called a great success. If from the second (for example, after E7 the player said E6), then it is double-deck, etc. After knocking out the ship, as well as after being wounded, the player moves until he receives the answer "by".

4. The turn passes from one player to another in case of a miss and is delayed by one of the opponents in case of a successful hit. The person who first finds and destroys all enemy ships wins.

Other variations

Sometimes "Battleship" is on paper, and sometimes on a computer, as mentioned earlier. And if for the first option you need a real, live opponent, then in the latter case you can play with robots. True, firstly, it will not be so interesting (the reaction of the enemy when you sink his ship is priceless), and secondly, the opportunity to peep into the enemy fleet is absolutely excluded (we all understand that some people strive to cheat).

One way or another, it is not difficult to come up with other, more advanced versions of the game, it all depends on the imagination of the players and their desire / ability to experiment. It is important to immediately clarify all the rules, because if it is not clear to every person how to play the Sea Battle, the rules of which you came up with, nothing good will come of it, a quality game will not work.

For example, you can add more cells to the "battlefield" (not 10x10, but 20x20, for example), and then either leave the number of ships or increase them. You can complicate the task so much that all the ships that the enemy needs to find are single-deck. You can make mines, when hit on which the enemy misses one turn. There are a lot of options, the main thing is to know everything in moderation.

Conclusion

That's all, now you have got acquainted with the new game and you know its rules. The question "how to play Sea Battle" should be settled. From now on, you and your friends will have something to do during boring lessons / lectures or at work, if there is an opportunity to be close to each other and write on sheets of paper.

Incredibly popular game on paper. And although now there are special game kits 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 the 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 in a cage), a pencil or a pen. The game begins with the preparation of the field. Two squares of 10 × 10 cells are drawn on the sheet. On one of them, their ships will be placed, in the other, "fire" will be fired at enemy ships.

The sides of the squares are signed with letters horizontally and numbers vertically. It is necessary to agree in advance which letters will be written (the main disputes arise whether or not to use the letter “Yo”). 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 not mastered the alphabet.

Arrangement of ships

Next, the deployment of fleets begins. The classic rules of naval combat say that there should be 4 ships in one cell (“single-deck” or “single-tube”), 3 ships in 2 cells, 2 in 3 cells and one four-deck. All ships must be straight, no curved or "diagonal" allowed. The ships are placed on the playing field in such a way that there is always a gap of one cell between them, that is, they should not touch each other either by the sides or by the corners. In this case, ships can touch the edges of the field and occupy corners.

When the ships are placed, the players take turns making "shots", naming the squares according to 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 make one more shot. If there is no ship in the named cell, a dot is placed in the cell and the turn passes to the opponent.

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

At the end of the game, the loser can ask the winner to look at his ship placement.

Mastery

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

  • First of all (and this is the most important thing!), you need to keep your sheet with the 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. So shots on the same cells will be excluded;
  • Having sunk an enemy ship, also surround it with dots so as not to shoot at places where there are obviously no ships;
  • You should not put ships in the corners of the field: usually beginners shoot at them first of all. However, exceptions will be discussed below;
  • It is necessary to develop a strategy for placement. A good result is the uneven distribution of ships: collect all the "large" ships in one or two dense groups, and hide the remaining "one-deck" ships separately in secret places on the playing field. In this case, the enemy will quickly figure out and defeat the grouping of large ships, and then it will take a long time to search for the remaining small ones;
  • After killing a large ship, the enemy surrounds it with dots. So, having found a “four-deck”, the enemy immediately opens (4 + 1 + 1) * 3 \u003d 18 cells (that is, 18% or almost 1/5 of the field). “Three-deck"Gives 15 cells (15%), "two-deck" - 12%, and "single-deck" - 9%. If you put the “four-deck” against the wall, then it will allow you to open only 12 cells (10 for a three-deck, 8 for a two-deck). If you put the "four-deck" in general 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, the destruction of enemy ships is best to start with the search for a "four-deck". To do this, you can shoot diagonally, or draw a rhombus, or shoot through 3 cells on the fourth. As soon as a four-deck ship is found, we look for three-deck ones, then two. Of course, in the process of searching, “every little thing” will come across and make adjustments to the plans.
  • And here is a dishonest way: to arrange all the ships, except for the last one-deck ship (it will act as the Elusive submarine). And he will be placed (and killed) only in the last remaining cell. Dealing with this is easy enough: let the players arrange the 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 placing the ships, simply change pens.

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