How to win in the game sea battle. Sea battle winning system

It is rare that adults are not familiar with exciting and simple fun on paper. They play alone or in a team, the trip will be fun, there will be no boring breaks and no tedious waiting in line. Having introduced the child or someone familiar with the rules, the lesson will help out where the connection does not reach.

No college knowledge or expensive equipment required. Enough of two checkered sheets and two pens. Of course, children like a computer game, but a paper "battle", although with a live opponent is much more attractive. In addition, naval battles develop strategic thinking and intuitive qualities.

Classic Naval Battle

On the playing field, players draw squares with sides of 10 cells so that the opponent does not see. Two playing fields are numbered: letters are written on top (which ones are agreed upon), and numbers are written on the left side of the square from top to bottom. In Soviet times, children did not write the alphabet, but a word in which the letters did not repeat. For example, "Snow Maiden" or "Republic". The first field has its own fleet.

The opponent's field is needed to adjust the battle tactics and for the memory of moves. In the second square - the sea with the enemy's fleet, used for reconnaissance, marking moves and getting into enemy ships.

Deployment of a fleet of 10 units. The names of the ships depend on the number of decks or pipes, and the spaces occupied.

The composition of the flotilla:

- a four-deck (pipe) battleship, occupies 4 cells - 1 pc.;

- three-deck cruiser, 3-cell - 2 pcs.;

- two-cell destroyers - 3 pcs.;

- torpedo boats, in 1 cell - 4 pcs.

According to the rules, the figures cannot touch each other even at an angle. Ships are placed only vertically or horizontally. Cannot be angled or diagonal. It is allowed to draw near the edge of the field.
By agreement, arrangement with touching corners and placement in the form of the letter L, square or zigzag is allowed, but with touching the sides of the cells, and not the corners in a 4-deck battleship. In other variants, a different set of ships.

It is easier to find a large ship, but it is faster to sink, although difficult to find, a one-cell boat.

Game progress. The right of the first move in the Naval battle is determined by lot. The one who starts first says the letter and number where the shot is intended, and marks it on another, clean square.
A move is marked with a dot, and hits with a cross.

  1. The attacked player must answer "by" if the cell is empty. He puts a dot at the place of the shot and names the coordinates of his shot.
  2. The answer is "wounded" if the hit was on a battleship, cruiser or destroyer and is marked with a cross. The shooter fires until a miss and the answer "by".
  3. If it hits all the cells of the ship, it is considered killed. The attack continues with the attacker until a miss.

The one who first knocks out the enemy fleet wins.

At the end of the battle, the players change sheets to verify the correctness and honesty. If the winner finds a violation, he loses the victory, which passes to the second participant. The match may not be completed if one of the players breaks the rules.

Possible violations:

— incorrect design of fields;

- more or less than 10 ships;

- touching ships;

- a field not of 10 cells;

- spelling of numbers and letters is broken;

- finishing the missing ships during the game;

- other marks, except for dots and crosses;

- peeping;

- skipping a turn.

Winning tactics.

It will help to determine the alignment of the fleet knowing the preferences of the opponent, if this is a familiar person.
Knowing that the ships must not touch, do not fire at the area around the killed figures at a distance of one cell. Experienced players outline this space.
Occupy one corner of the field with multi-deck ships, gaining space. Distribute the boats in the remaining place. Single-cell vessels are harder to find and take longer.

A multicellular fleet is not placed on the edges of the field.
Another method is to divide the opponent's square into parts with the help of shots, shooting successively from corner to corner of the field. Or into two parts horizontally and also vertically. To search for multicellular ships, shoot through the cage.
With a dishonest approach. Draw one single-deck ship towards the end of the battle in a cell missed by the enemy.

Rules of the game Naval battle abroad

Foreign players offer to increase the number and size of vessels.
For example, 1 ship - in 5 cells, one - in 4 cells, 2 three-deck and 1 in 2 cells.

It is more difficult to play Sea Battle when the entire fleet consists of only one-celled boats.
By agreement, they shoot 2-3 times at once.

The Russian and Soviet mathematician, physicist, teacher, who developed the genre of entertaining sciences, Ya. I. Perelman, described a case with the addition of 1-2 minutes to the classic Naval battle. The circle occupies one cell that does not touch ships or other mines. When hit by a projectile that fires, it informs the opponent of 1 cell of its own undamaged fleet unit or chooses to skip a turn. The opponent has the right to shoot immediately or take a shot later.

It is proposed to increase the size of the squares to 16 and 18 cells with the addition of ships, mines and a minesweeper. This is an isosceles triangle in one cell. When a minesweeper hits an opponent, the coordinates of a mine of one's own field are given out, if they have not yet been blown up. The layout rules are the same as when drawing the rest of the fleet. The next player goes. Mines and minesweepers are not the main vessels and, even if they are not knocked out, the battle ends when the main flotilla is destroyed.

In another version, mines and minesweepers are in contact with each other and with the main figures.

An exciting game with a single-celled submarine, the designation is a rhombus. A submarine can be placed close to a ship, but not in the same space as it. The player who hit the submarine gives the turn to the next one for the suicide shot. The owner of the dead submarine is obliged to shoot at a place with the same coordinates.

Cons of a computer game

When playing Sea Battle with a robot, you do not experience the feelings of the opponent's reaction when his ships are sunk. Also, there is no one to express the joy of victory. The chance of peeping is also excluded, which makes the game on paper unique and alive.

Conclusion

Having become acquainted with the Sea Battle entertainment and the rules, you can not be bored at a meeting, at a lecture and have fun with friends.

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.

A game

When the ships are placed, the players take turns firing "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 another 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 tricks, as well as 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 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 look 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 the dishonest way: 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.

A couple of days ago I was surprised to learn that some of my friends do not know how to play sea battle. Those. Of course, they know the rules, but they play somehow haphazardly and as a result often lose. In this post, I will try to outline the main ideas that will help you level up 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 10 by 10 square field, and the ships cannot touch either 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 "Yo" and "Y" are skipped).

An enemy field of the same size is drawn nearby. In case of 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;

Optimal Strategy

There is always an element of randomness in the game of naval combat, but it can be minimized. Before proceeding 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 its field, similarly, the probability of hitting your ships is the 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 notation adopted above, in the figure, those cells on which unsuccessful shots have already been fired are marked in yellow, the cells on which the shots ended in a hit are marked in red, and the cells that were not fired on are marked in green, but it can be guaranteed that the ships there are no ships in them (ships cannot be there, because according to the rules of the game, ships cannot touch each other).

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

The third rule follows from the first two: you must first try to knock out the largest enemy ships. Perhaps this rule is not 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 firing 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.

To begin with, let's consider a 4 by 4 cell area of ​​the playing field. If there is an enemy battleship in the area under consideration, then it is guaranteed to be knocked out in no more than 4 shots. To do this, you need to shoot in such a way that there is exactly one checked cell on each horizontal and vertical. below are all options for such shooting (excluding reflections and turns).

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

After the enemy battleship is destroyed, it is necessary to start searching for cruisers, and then destroyers. In this case, as you may have 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 (green indicates the fields that you have already fired at when searching for a battleship):

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

Optimal ship placement
The optimal strategy for placing ships is in some sense the reverse of the optimal strategy for firing. When shooting, we tried to find the largest ships in order to reduce the number of cells that need to be checked at the expense of guaranteed 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, the battleship in the center of the field opens 14 fields for the enemy at once, but the battleship standing in the corner opens only 6 fields for the enemy:

Similarly, a cruiser standing in a corner opens only 6 fields instead of 12. Thus, by placing large ships along the field border, you leave more room 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 place capital ships that leave a lot of room for boats (marked in blue):

Each of the above arrangements leaves exactly 60 free cells for boats, which means that the probability of accidentally hitting a boat is 0.066. For comparison, it is 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 want to say that you should not spend too much time playing sea battle. I especially want to warn you against playing in lectures. When I was sitting in Wabi Sabi and playing sea battle with my girlfriend, a waitress walked by and said that she plays quite well, because. I practiced a lot in pairs. Who knows what she would have worked for if she had listened to lectures at one time?

P.S. The comments absolutely correctly indicate that there were already similar publications on Habré, it would be wrong not to put links to them.

sea ​​battle

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

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

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

Both players have equal "armed forces":

1-deck ships (1 cell size) - 4 pcs.,

2-deck (in 2 cells) - 3 pcs.,

3-deck (in 3 cells) - 2 pcs.,

4-deck (in 4 cells) - 1 pc.

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

After finishing all the preparations, the players can start the battle.

The player who starts first calls the "code" of the cell chosen on the opponent's field. He finds this cell on his field and reports the result: "by" - if the shot hit an empty cell, "wounded" - if the "projectile" hit a ship with more than 1 deck, and "killed" - if there was a hit in 1- deck ship.

If there was no hit (“by”), the turn passes to another player. If the shot hit the target ("wounded" or "killed"), the shooting player gets an extra turn.

The battle continues until one of the players has lost all the ships.

These were the rules of the Sea Battle game on paper.

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