Sea battle on a piece of paper in a box. Sea battle

A couple of days ago, I was surprised to learn that some of my acquaintances do not know how to play sea ​​battle... Those. Of course, they 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 you to improve the level of 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 of the above ships must be placed on a 10 by 10 square field, and the ships cannot touch either by their 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" (while the letters "E" and "Y" are skipped).

An enemy field of the same size is drawn next to it. With a successful shot at the enemy's ship, a cross is placed on the corresponding cell of the enemy field and a second shot is fired, with an unsuccessful shot, a dot is placed in the corresponding cell, and the move goes to the enemy.

Optimal strategy

There is always an element of randomness in the sea battle game, 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 the higher, the fewer unchecked cells are left on his 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 conventions will be used:

Optimal shooting
The first and most obvious rule of optimal shooting is the following rule: do not shoot at the cells immediately surrounding the destroyed enemy ship.

In accordance with the designations adopted above, in the figure those cells are marked in yellow, at which unsuccessful shots have already been fired, the cells, the shots at which ended in a hit, are marked in red, and the cells that were not fired at are marked in green, but it can be guaranteed that the ships they are not (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 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: it is necessary first of all to 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 having destroyed an enemy battleship, we are in best case we get information at once about 14 guaranteed free cells, and by destroying the cruiser, only about 12.

That. the optimal strategy of shooting 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 under consideration, then it is guaranteed that it can be knocked out in no more than 4 shots. To do this, you need to shoot so that on each horizontal and vertical there is exactly one checked cell. all variants of such shooting are presented below (excluding reflections and turns).

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

After the enemy battleship is destroyed, you need to start looking for cruisers, and then destroyers. In this case, you guessed it, you can use a similar technique. Only now it is necessary to divide the field into squares with sides 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 fields are marked at which you have already fired 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 ship placement strategy is in a sense the opposite of the optimal firing strategy. 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 the ships, it is necessary to place them 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:

Likewise, a cruiser in the corner opens only 6 fields instead of 12 fields. Thus, by placing large ships along the border of the field, 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 by the time you catch boats, the harder it will be for the enemy to win.

Below are three ways to place large ships that leave plenty of room for boats (blue):

Each of the given arrangements leaves exactly 60 free spaces for the boats, which means that the probability of accidentally hitting the boat is 0.066. For comparison, it is worth giving a random arrangement of ships:

With this arrangement, there are only 21 cells left for the boats, which means that the probability of hitting the 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 naval combat. I especially want to warn you against playing in lectures. When I was sitting in Wabi-Sabi and playing naval combat with my girlfriend, a waitress walked by and said that she was playing very well, because practiced a lot in pairs. Who knows who she would have worked if she had attended lectures at one time?

P.S. In the comments it is absolutely true that there have already been similar publications on Habré, it would be wrong not to link to them.

Sea battle

Battleship is one of the most popular options for playing on paper. 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 the own field the player places his ships at which the enemy will "shoot". 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 "military forces":

1-deck ships (1 cell in 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 drawn 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 completing all preparations, players can begin the battle.

The player who starts first calls the “code” of the cell selected on the opponent's field. He finds this cell in his field and reports the result: "by" - if the shot fell on an empty cell, "wounded" - if the "shell" 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 move goes to the other player. If the shot hits 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.

Important news:

Do you play naval combat but don't always win? Then you are probably interested in learning how to significantly increase your chances of winning, how to place ships correctly, how to quickly destroy enemy ships and, of course, how to win in the game Sea Battle!

Rules of the game "Sea Battle"

There are many options for naval combat, but we will consider the most common option with the following set of ships:

All of the above ships must be placed on a 10 by 10 square field, and the ships cannot touch either by their 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" (while the letters "E" and "Y" are skipped).

An enemy field of the same size is drawn next to it. With a successful shot at the enemy's ship, a cross is placed on the corresponding cell of the enemy field and a second shot is fired, with an unsuccessful shot, a dot is placed in the corresponding cell, and the move goes to the enemy. Optimal strategy

How to win the game Sea Battle

There is always an element of randomness in the sea battle game, 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 the higher, the fewer unchecked cells are left on his field, similarly the probability of hitting your ships is the lower, the more unchecked cells are left on your field. Thus, for an effective game, 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 conventions will be used:

How to shoot enemy ships

The first and most obvious rule of optimal shooting is the following rule: do not shoot at the cells immediately surrounding the destroyed enemy ship.

In accordance with the designations adopted above, in the figure those cells are marked in yellow, at which unsuccessful shots have already been fired, the cells, the shots at which ended in a hit, are marked in red, and the cells that were not fired at are marked in green, but it can be guaranteed that the ships they are not (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 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: it is necessary first of all to 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.

Optimal shooting strategy

That. the optimal strategy of shooting 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 under consideration, then it is guaranteed that it can be knocked out in no more than 4 shots. To do this, you need to shoot so that on each horizontal and vertical there is exactly one checked cell. all variants of such shooting are presented below (excluding reflections and turns).

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

After the enemy battleship is destroyed, you need to start looking for cruisers, and then destroyers. In this case, you guessed it, you can use a similar technique. Only now it is necessary to divide the field into squares with sides 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 fields are marked at which you have already fired 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.

Sequence of best moves to start the game

If you turn to mathematical theory, then you can build a map of the probability of placing ships:

Based on this map, best move sequence with constant misses, it looks like this (see figure):

C1, J8, A8, H1, A4, J4, D10, G10, E1, D2, B3, A2, C9, B10, H9, I10, I7, J6, I5, H6, J2, I3, H4, G5, G2, F3, E4, B7, A6, B5, C6, C3, D4, D5, F6.

How to arrange ships

The optimal ship placement strategy is in a sense the opposite of the optimal firing strategy. 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 the ships, it is necessary to place them 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:

Likewise, a cruiser in the corner opens only 6 fields instead of 12 fields. Thus, by placing large ships along the border of the field, 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 by the time you catch boats, the harder it will be for the enemy to win.

10 games on paper February 19th, 2014

In our childhood, there were a lot of different games, most of them we just kept in our head, the rules were passed to each other during the game. For many of these games, just a couple of pencils or pens and a sheet of paper were enough.

Games on paper can be safely called the smartest and most developing. And now they are very undeservedly forgotten. It is worth teaching children to play these games, and you can always take them on a long journey or in rainy weather at home and in the country.

1. Tic-tac-toe

This is the most famous of these games. For her, paper is not always needed, just fogged up window glass in a minibus or a couple of twigs and sand under your feet ...
A playing field is drawn 3 by 3 cells (9 cells in total). The players take turns making moves, placing a cross or zero in an empty cell. Purpose of the game: build a line of 3 crosses or zeroes horizontally, vertically or diagonally. It is extremely difficult to win in this game, basically the game is reduced to a draw and more than one game is played.
But there are still certain combinations of moves that lead to victory.))
When on small field playing is boring, you can increase the field or not limit it at all. On such a field, players take turns making moves until someone manages to build a line of five characters horizontally, vertically or diagonally.

2. Sea battle

This is one of the most beloved games of our childhood.))
I think everyone remembers the rules. And for those who do not remember, we will remind you. This game is for two.
The goal of the game is to sink all enemy ships. The ships are located on 2 square fields measuring 10 by 10 cells. On your field, you place ships and the enemy strikes them. And on another field, the enemy places his ships. Each player has an equal number of ships - 10 pieces:
Single-deck (1 cage size) 4 pieces
Double-deck (2 cells in size) 3 pieces
Three-deck (3 cells in size) 2 pieces
Four-deck (4 cells in size) 1 piece
When placing ships on the field, you must take into account that there must be at least one empty cell between them, you cannot place ships close to each other.
During his turn, the player chooses a cell on the opponent's field and "shoots", calling its coordinates "a1", for example. At the same time, he marks his move on his additional field. If you sunk an enemy ship, then the opponent must say "killed", if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent must say "wounded". If you hit the opponent's ship, you continue to “shoot”.
The game ends when all ships of one of the players are "sunk".

3. Tanks

To play, you need a sheet of A4 folded in half (you can take any notebook sheet). Two players draw 10 tanks, each on its own half of the sheet. Having finished the alignment of forces, the players begin to "fire" 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 in the light, is marked in the second half of the field. If the shot touches the tank, then it is considered “hit” and one more additional shot is needed to destroy it. If the player has hit directly into the tank, then one shot is enough.
Each successful shot entitles the player to the next shot. To complicate the game, you can impose a ban on the next shot at a newly wrecked tank.

4. Hands

This game can be played even with young children who are already familiar with numbers.
It will help you learn to quickly navigate in numbers and concentrate.
To play you will need two sheets of paper in a cage, on each sheet the player traces his palm. Now, in the space limited by the drawing, numbers from 1 to ... are placed in random order. Here you need to agree in advance. Then the game begins. One player calls an arbitrary number, another at this time tries to find this number on his palm, and the first, meanwhile, quickly puts crosses in the cells on his sheet, starting from the upper left cell. The winner is the one who quickly fills all the cells of his field with crosses.

5. Points and line segments.

The conditions of this game on paper are simple: put several dots on a sheet of paper (at least 8, and preferably at least 15). Two people play, alternately connecting any two points with a segment. You cannot capture the 3rd point, and each point can be the end of only one line segment. The segments must not overlap. The one who cannot make a move loses.

In the pictures you can see the correct connection of the points.

and wrong

6. Points

We played this game at the institute during boring lectures. She develops tactical and strategic thinking.
The playing field is a regular sheet of paper in a box, if you have a lot of time and patience, you can play on a whole notebook spread. The playing field can be outlined with a line and the rules forbid to put points on this border. Each player must have a pen or pencil of their own color. In turn, the players put dots in arbitrary places at the intersection of cells.
The goal of the game is to capture as many paper possessions as possible. A territory is considered conquered if it is surrounded by dots of its own color. The points should be spaced from each other at a distance of one cell horizontally, vertically or diagonally. The occupied territory is painted over with its own color or a fortress wall is drawn around it (bold line). If you managed to enclose the territory or points of the enemy with points, they are yours. After such a capture, the player is given the right to make an extra move. In some variants of the game, you can only capture those territories where there are already enemy fortifications. In others, any lands are available to you, including free ones. Choose what you like best. At the end of the game, the size of the captured lands is calculated and the winner is announced. More often than not, you don't need to count anything on purpose - the result is obvious.
You can play with children too younger age... In this case, you should make the playing field very small - a quarter of a notebook page or even less, and take paper with large cells.

7. Numbers

Have you played at school or college such a game on a checkered exercise book? Our dorm floor played.))) I held out for a long time, but then I plunged into it with my head, but an hour home by train flew by unnoticed.
It was called differently: numbers, numbers, seeds, 19, but the meaning did not change. 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 across the crossed out numbers horizontally or vertically. And after you have crossed out all possible pairs, you rewrite the remaining numbers at the end. The goal is to cross out all numbers completely.

8. Hangman

A bit inhuman game, but still. As a child, we combined the courtyard game of Cossack robbers with the "gallows!"
The meaning of this game is to guess a word by letter in a certain number of moves.
One player thinks of a word (simple and short to start with). He writes his first and last letters, and instead of missing letters we put dashes. The task of the second player is to guess the hidden word. He names a letter. If this letter is in the word, we enter it in place. If not, then we write the letter aside so as not to repeat itself, and we begin to draw a "gallows" - a vertical line. With the next error - horizontal (it turns out something like the letter g). Then the rope, loop, man's head, torso, arms and legs are drawn. During these few attempts, the player must guess the word. If it didn't work out, I lost. If he did, it’s his turn to guess the word.

9. Balda

Another word play. Here you can play together, 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 inscribed in 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 gets 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 think of a new word. After that, the number of points is calculated. The winner is the one who has the most of them.

10. Points and squares

A game for two players. You will need a sheet of paper, preferably in a cage, and a couple of pens different colors.
On a sheet of paper, a playing field is drawn in size from 3 * 3 squares, and more (up to 9 * 9), depending on the level of the players.
The essence of the game: the players take turns drawing one-square-long lines, 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 place a line that does not complete any square. The game ends when the entire field is full. After that, the number of squares closed by each player is counted and the winner is announced.
For all its simplicity, a game with a twist. Here you can calculate forward moves and try to put your opponent at a disadvantage by forcing him to make an uncomfortable move.

What games have you played? Share with us the "paper" games of your childhood!

All children (especially boys of different ages)) attracted by games military topics the most interesting are war games combined with sea romance.

Few of the male half of humanity can be left indifferent by the combination of exciting battles and sea adventures. That is why the game with the familiar name "Sea Battle" has never lost its popularity.

In addition to the traditional "Sea battle" using ballpoint pen and a sheet of paper in a box, there are a huge number of varieties of this game, many of which are made in a tabletop version.

Variants of "Sea battle" have varied designs, different levels complexity, numerous additional features.

And, of course, all the options differ in size and price, but they retain the main idea of ​​this board game - this is naval battle, a battle, that is, a battle between two fleets.

One of the custom options for the playing field

Not all the boys who are fond of "Sea battle" will become sailors or, even more so, admirals. But the qualities that they bring up, fighting 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 at their achievements, starting with a little - playing.

Description of the game

Board game "Sea, battle" is designed for two players. Once upon a time, this fun was played with a pen and a lined sheet of paper. Despite such modest equipment, the naval battle still captured and carried away.

Boys could sit for hours at writing desk, creating more and more 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. This is not as easy as it might seem, as being a good shooter is not enough 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 fulfilling his plans, bring confusion into his ranks, and disrupt the strategy.

How to play

As we said, two are playing.

Each of them needs a piece of paper (preferably in a cage), pencil or pen. The game begins with the preparation of the field. Two squares of 10 × 10 cells are drawn on a piece of paper. On one of them their ships will be deployed, in the other they will "fire" at the 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 as to whether or not to use the letter "E").

By the way, in some schools, instead of a boring alphabet, they write the word "REPUBLIC" - it just contains 10 non-repeating letters. This is especially useful for those who have never mastered the alphabet.

Arrangement of ships

Next, the placement of fleets begins. The classical rules of naval combat say that there should be 4 ships in one cell ("single-deck" or "one-tube", "boats" or "submarines"), 3 ships with 2 cells each ("destroyer"), 2 - 3 cells each (" cruiser ") and one - a four-deck" battleship ".

All ships must be straight, curved and "diagonal" are not allowed. The ships are located 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 with their sides or corners. In this case, ships can touch the edges of the field and occupy corners.

Ship types

The actual game

Before the start of hostilities, players throw lots or agree who will go first. When the ships are placed, the players take turns firing "shots", naming the squares by their "coordinates": "A1", "B6", etc. If the shot hit a cell 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 a cell where a multi-deck ship is located (larger than 1 cell), then the answer is "Wounded!" or "Hit!", except for one case. The shooter puts a cross on a foreign field in this cell, and his opponent puts a cross on his own field also in this cell. The shooter is entitled to one more shot. If the shot hit the cell where the single-tube ship or the last unaffected cell of the multi-deck ship is located, the answer is "Killed!" or "Sank!"

Both players mark the sunk ship on a sheet. The shooter is entitled 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.

Mastery (tactics of the game "Sea Battle")

If you think that naval combat is a game based solely on luck and luck, then you are wrong. In fact, it has both strategy and tactics, which we will talk about in the conclusion. So - about the tricks as well as various honest and not very honest methods of playing in sea 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 track of your and others' moves, marking them with dots. This will exclude shots at the same cells;
  • After sinking an enemy ship, also surround it with dots so as not to shoot at places where there are obviously no ships;
  • Do not put ships in the corners of the field: usually beginners shoot at them first. However, exceptions will be discussed below;
  • It is necessary to develop a strategy for the placement. A good result is an uneven distribution of ships: collect all the "large" ships in one or two dense groupings, and hide the remaining "single-decks" separately in secret places of the playing field. In this case, the enemy will quickly calculate and defeat the group. big ships, and then will search for the remaining little ones for a long time;
  • 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%), "double-deck" - 12%, and "single-deck" - 9%. If you put the "four-deck" against the wall, then it will open only 12 cells (10 for a three-deck, 8 for a two-deck). If you put the "four-deck" in the corner, it will only open 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 best to use this advice in conjunction with the previous one.
  • Shooting tactics can also vary. However, the best way to start the destruction of enemy ships is to search for a "four-deck". To do this, you can shoot diagonally, or draw a diamond, or shoot through 3 cells to the fourth. As soon as a four-deck ship is found, we are looking for a three-deck one, then two ... Of course, in the search process we will come across "every little thing" and make adjustments to the plans.
  • And here is the dishonest way: to arrange all the ships, except for the last single-deck (it will act as a submarine "Elusive"). And he will be placed (and killed) only in the last remaining cell. Dealing with this is easy enough: have the players arrange the ships in one color, and fire in another. For example, players can have pens or pencils of different colors and, after placing the ships, simply change the pens.

Game options

Complicated "Sea battle"

"Volley"

This sophisticated version of Naval Combat requires a more thoughtful approach from the players. The fields for your own and foreign fleets remain the same, but the ships used and the principle of the game change somewhat. Each player now has one « battleship » (five cells), one « cruiser » (three cells) and two « destroyer » (two cells). Ships are distributed across the field according to the above rules. But, unlike "Sea Battle", in which you can make three shots per turn, in the "Volley" game there are as many as seven of them: three for a battleship, two for a cruiser, and one 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 can say, "one hit to a cruiser and one to a destroyer." If the ship has been hit more than once, this must also be reported.

After that, a volley is fired by the ships of the second player, and at this time the first player must think carefully into which cells he should shoot in 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 report this immediately. This is very important, because the number of shots for the next player will be reduced by the number that 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 "Naval Battle", the winner is the one who sinks all enemy ships first.

There are variations of the game that differ in the rules (common, mainly, outside of Russia). Basically, this concerns the number and size of ships, for example, the version of the Milton Bradley company - five-celled, four-celled, two three-celled and two-celled. 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 Tasks and Experiments."

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

If the player, as a result of his move, hits a mine (on the enemy's 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 (the ship can have as many cells as desired, but only one cell is issued). After that, the owner of the mine has the opportunity to shoot accurately (the issued cell does not die when it hits the mine - in order for it to die, it must be shot 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 cage immediately - he has the right to shoot at it at any time. Since the shot at the given cage is well-aimed, the owner of the mine after this shot gets the right to replay... The used mine is "extinguished" by placing a point in the center of the circle (in the center of its cage).

The size of the field 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 underside of the cage, and the apex opposite to the base lies on the upper side of the cage, dividing the upper 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 not yet triggered mines - so that the owner of the minesweeper knows that these coordinates of the issued cell with a mine should not be walked. A cage with a minesweeper should not touch cages with ships and mines, and also, if there are more than one minesweepers, and cages with other minesweepers. If by the time the minesweeper was triggered, not a single mine remained, then the adversary of the resembling one informs the resembling one that he hit a minesweeper, but the one who looked like him does not give him anything.

Since hitting a mine or a minesweeper is not a success, but is a nuisance for the walker, after such an unsuccessful move, the move goes to the owner of the triggered mine or the triggered minesweeper. Once on a mine, instead of the coordinates of the ship's cage, you cannot issue a cage with a minesweeper. 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 ships have died, and the other player has not all ships died, then the game is considered over, and the first player is the loser.

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

Submarine options

In some versions of the game, there is a so-called "submarine". On the playing field, it is indicated by a rhombus inscribed in the cell and always occupies one cell, that is, it is "single-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 second player's "submarine", the "submarine" sinks, but makes a death shot at its own coordinate of the first player's field. Thus, the game becomes more difficult, since a "submarine" can be located in the single-celled halo of the sunk ship.

Flying Dutchman option

Unlike many other variants of "Naval battle", 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 classic version sea ​​battle.

Hmm ... did someone say Flying Dutchman?

"Spaceships"

Large-scale sea battles are the heritage of the bygone century, so many children will enjoy playing more " Spaceships"- disguised" Sea battle ". Swap a battleship for an intergalactic rocket ship, a cruiser for a laser frigate, a destroyer for a space infantry transport, and a boat for a fighter, or let the kids come up with their own names - and here's a new game for you.

Table versions of "Sea Battle"

As we have already said, a number of companies have implemented Sea Battle as a board game. The following, the most successful options should be mentioned.

"Sea battle" of the Stellar company. Classic board game Stellar's "Sea Battle" is made of safe plastic. The parts are small but well packed and brightly colored. If suddenly a chip rolls somewhere, it is easy to find it. Game boxes are very similar to laptops. Children like this very much, because it creates the illusion of playing on a computer - the most favorite game of gamblers of all ages.

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

The original game set "Sea Battle" is offered by DJECO, which developed the original bright design play cards for this board game aimed at younger students.

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

Battery-powered naval battle. Many children enjoy board games with sound signals. Board game "Sea Battle" on batteries will delight you with good sound, various effects that create the illusion of real military equipment.

Separately, the game should be mentioned "Sea battle" with balls. The destruction of the ships of the enemy flotilla can be carried out with small balls that roll out onto the playing field of the "Sea Battle" board game. This version of the game suits even the smallest children, since it does not require the ability to read coordinates and think over the location of ships. The mechanical design allows you to accurately shoot, send projectiles at the enemy's flotilla, which knock out the figures of the ships. Even a child preschool age, and it is recommended for children from five years old, can easily cope with such a task and will play the board game "Sea Battle" along with the older children.

Who is this game for?

This board game is recommended for children from seven years old, because children with well-formed abstract thinking can engage in battles in a certain coordinate system, who imagine the opponent's playing field in their minds and think over their own strategy.

Sea battle for every taste

Board game "Sea Battle" for two is fun not only for children. Adults are also happy to spend their leisure time in duels. Thus, 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 closer 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.

In addition to "Sea battle" there are similar games on paper, most of which are also targeted at children aged six and over.

1. Tic-tac-toe

This is the most famous of these games. A playing field is drawn 3 by 3 cells (9 cells in total). The players take turns making moves, placing a cross or zero in an empty cell. Purpose of the game: build a line of 3 crosses or zeroes horizontally, vertically or diagonally. It is extremely difficult to win in this game, basically the game is reduced to a draw and more than one game is played.

2. Tanks

To play, you need a sheet of A4 folded in half (you can take any notebook sheet). Two players draw 10 tanks, each on its own half of the sheet. Having finished the alignment of forces, the players begin to "fire" 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 in the light, is marked in the second half of the field. If the shot touches the tank, then it is considered “hit” and one more additional shot is needed to destroy it. If the player has hit directly into the tank, then one shot is enough.
Each successful shot entitles the player to the next shot. To complicate the game, you can impose a ban on the next shot at a newly wrecked tank.