Sea battle. Sea battles in the game sea battle - naval strategy

Rules of the game " sea ​​battle", perhaps almost everyone in our country knows. This is one of the most famous, popular and simple board games, nevertheless, it is highly interesting and has a variety of rules. The principle of "Sea Battle" is very simple - you place your ships on a 10x10 field , the opponent places his.

like in a regular board game - but now with a stylish board, ready-made ship tokens and convenient screens.

Inside the box from board game there are two "fleet admiral's suitcases", which are sets with a field and a screen. The suitcase does not open completely, blocking its top

cover the box from prying eyes. Both parts contain mounts for ships or shot tokens, which makes it very convenient and visually mark the situation at sea.

Shots are fired until the first miss or just one by one;

Ships cannot be placed diagonally;

Ships cannot touch, including diagonally.

The game "Battleship" is not only exciting, but can also serve to develop your child's intelligence. One winning strategy in particular is to minimize the space occupied

"long" ships, that is, placing them in one of the corners of the field, which allows you to block the "dead sectors" around each to the maximum - and distribute small torpedo boats across the rest of the field so that the opponent searches for them for a very long time. Such a strategy has a lot of nuances, but the most important thing is to reach it on your own, understanding that even 90% loss at the very beginning is the norm when the task is to win.

Equipment:

  • 2 playing fields;
  • 2 cruisers;
  • 6 destroyers;
  • 2 aircraft carriers;
  • 8 torpedo boats;
  • 2 submarines;
  • 320 white chips;
  • 80 red chips;
  • 2 suitcases.
  • Reviews for the board game Sea Battle

    Alyona

    For me, there is nothing better than the classic version on paper. And cheap and cool.

    Answer: Cheap, yes. But it’s much cooler and more enjoyable when you have a comfortable playing field and ship models in front of your eyes. It is convenient to take such a set with you and you do not need to worry that the sheet will tear or there will be nothing to write with.

    Elena

    The game is wonderful! Ordered for nephews New Year(received by Christmas - delay in the mail). Children are delighted, adults too)))) There are spare "bombs" of 20-25 pieces. The only drawback is that the suitcases do not snap into place. In general, as it is fashionable to say now - the game develops thinking, logic, attention, memory and fine motor skills hands))))

    Answer: We are glad that you liked it and thank you for the excellent characterization of the game! To be honest, there is nothing to add. Indeed, this game is a living classic and many will think why buy it if you can play it on a piece of paper? But still, it’s much more fun to dive into the world of naval battles, seeing live models of ships in front of you!) And, unfortunately, this is not surprising at the expense of mail, and therefore we always recommend buying gifts in advance or using the services courier services, if available for your region.

    Olga

    Went to visit my 6 year old nephew. Bought the game hastily because there was no time, but we know the game from childhood. as a result, the tribe, in wild delight for several days, has not allowed everyone to live in peace, asking him to play Naval War =)

  • Sea Battle is a fun and simple game that does not require special devices 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 it, now you've met 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.

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    Sea Battle games online.

    Children have been playing sea battle for many generations, drawing a notebook sheet into squares, and the ships inside it also looked like ordinary squares of several cells, indicating how many decks it has - one, two, three or four.

    The square was marked with numbers and letters in alphabetical order so that you could then name the exact coordinates for shooting. The ships were placed randomly, but in such a way that the sides did not touch each other. The more successful the deployment of the fleet, the more invulnerable it was to the enemy.
    Naturally, the position of the flotilla was kept secret and the participants in the battle did not know what trick the other went for. To grope for an alien ship, the point of intersection of the numbers and letters of the square was called, for example, A: 7. In total, there were ten cells on each side, so the score was kept up to this number. If the shot hit a single-deck ship, it was considered dead, which was reported by the defeated player. If he only hurt big ship reported that he was injured. A successful hit gave the right to the next move immediately, and so on until the projectile went past. To sink the wounded ship, it was methodically bombarded around the point of a successful shot, in the hope of finding the rest of the decks.
    Today it is available to play sea battle online and there is even a version where the fun looks the same as on a notebook sheet. This gives the entertainment a touch of nostalgia, and matured players will be pleased to plunge into memories and test themselves in the old game in a new way. For those who are still at the age when everything is ahead, it is much more interesting to discover every time new version and colored products occupy a special position at the moment of choice.
    Try to play sea battle online with SpongeBob. Choose the color of the jellyfish that will turn into your weapon, arrange your ships and start a war. Interestingly, the cartoon characters themselves act as ships, and when you completely cover them with your shots, they appear on the playing field.
    You will play with the computer and, of course, you don’t know what combination of arrangement he came up with. You will immediately understand that the shot was successful, and when you find one cage, try to deal with the rest, methodically throwing your killer jellyfish at them.
    Very colorful indeed beautiful game animated sea battle BattleShip. The sea splashes under the ships, sails flutter in the wind, fluffy clouds float across the sky, there is even an island in the middle of the water surface. You will play with the computer and, of course, you have no idea how he will position his fleet. During the shot, you can see how the cores fly and fall into the square that was previously indicated, and if it hits, a fire will light up on the ship, and the ruins will appear when the ship is completely destroyed. A similar situation is when artificial intelligence tries to find your ships. If you are not afraid of a strong opponent, accept the challenge and start the battle.
    There will be other online sea battle games going on in a completely different scenario. You will have to fight pirates and become a sea robber yourself, hiding in the fog and behind the rocks. You can't avoid a shootout, but you really want to win! There is another analogue old game- slot machine. They were often installed in the waiting room of the cinema, and the audience could pass the time by shooting at ships sailing on the horizon. Similar version Online Games We also have a sea battle, and if you have never heard of it before, it will be interesting for you to get acquainted with your parents' toy.

    Important news:

    "Sea battle"- a game for two participants in which players take turns naming coordinates on an unknown map rival. If the opponent has a ship at these coordinates (the coordinates are occupied), then the ship or part of it is “sinked”, and the one who has fallen gets the right to make one more move. The goal of the player is to be the first to sink all enemy ships.

    Classic naval battle

    Rules for the placement of ships (fleet)

    The playing field is usually a 10x10 square for each player, on which a fleet of ships is placed. Verticals are usually numbered from top to bottom, and horizontals are labeled with letters from left to right. In this case, the letters of the Russian alphabet are used from “a” to “k” (letters “ё” and “й” are usually omitted) or from “a” to “i” (using the letter “ё”), or the letters of the Latin alphabet from “ a" to "j". Sometimes the word "republic" or "snow maiden" is used, since not a single letter is repeated in these 10-letter words. Because there are various options setting the coordinate system, it is better to agree on this in advance.

    Placed:

    • 1 ship - a row of 4 cells ("four-deck"; battleship)
    • 2 ships - a row of 3 cells ("three-deck"; cruisers)
    • 3 ships - a row of 2 cells ("two-deck"; destroyers)
    • 4 ships - 1 cell ("single-deck"; torpedo boats)

    Another variant of the name: -pipe (eg two-pipe).

    When placed, ships cannot touch each other by sides and corners. There are, however, options when touching the corners is not prohibited. There are also game options when ships can be placed in the letter "G" ("three-" and "four-deck"), square or zigzag ("four-deck"). In addition, there are variants with a different set of ships (e.g. one five-deck, two four-deck, etc.) and / or a different field shape (15x15 for five-deck (aircraft carrier)).

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

    When hitting an enemy ship, a cross is placed on a foreign field, with a blank shot - a dot. The victim shoots again.

    The most vulnerable are the battleship and torpedo boat: the first because of its large size, and therefore it is relatively easy to find, and the second because it is drowned with one blow, although it is quite difficult to find it.

    Sinking enemy ships

    Before the start of hostilities, players cast lots or agree on who will go first.

    The player making the move makes a shot - he calls aloud the coordinates of the cell in which, in his opinion, the enemy ship is located, for example, "B1".

    1. If the shot hit a cell that was not occupied by any enemy ship, then the answer “Miss!” and the shooting player puts a dot on someone else's square in this place. The right to move passes to the opponent.
    2. If the shot hit the cell where the multi-deck ship is located (larger than 1 cell in size), then the answer “Wounded (a)!” or “Hit (a)!”, except for one case (see paragraph 3). 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.
    3. If the shot hit the cell where the single-tube ship is located, or the last undamaged cell of the multi-deck ship, then the answer “Killed (a)!” follows. or “Sunk!” Both players mark the sunken ship on the sheet. The player who shoots gets the right to one more shot.

    The winner is the one who first sinks all 10 enemy ships. The loser has the right to ask to study the opponent's playing field after the end of the game. If the loser finds any violation of the rules (see below), then the victory is awarded to him. The original winner, in turn, may ask the opponent for a playing field to look for violations. If he finds them, then the players compare other people's fields with each other. If no inconsistencies are noticed, then the game is not counted (both lost). The one whose opponent's field is incorrect (and provably incorrect) will be the loser, and his opponent will be the winner. The game can also end before all ships are sunk if a rule violation is noticed during the game. The loser in this case will be the one who has found a violation of the rules, although he can also ask the playing field from the opponent to look for violations.

    Violations

    Winning strategy

    Around each ship, you can draw an area (one cell thick) in which there cannot be other ships - we will call this area halo this ship. One of the winning strategies is described by Ya. I. Perelman. The player using this winning strategy will be called Victor; the other player (who does not use the winning strategy of Ya. I. Perelman) will be called Peter.

    Perelman's winning strategy is that Viktor compactly places his multicellular ships in one of the corners of the field, "pressing" into this corner as much as possible. Victor evenly distributes single-cell ships over the remaining part of the field that is not occupied by multi-cell ships. Most likely, Peter will find out relatively quickly that many of Victor's ships are compactly concentrated in this corner, and will quickly destroy all of Victor's ships, except for single-celled ones. After that, in order to find Victor's single-cell ships, Peter will need to explore with his moves-shots very large area, since the halos of Victor's multicellular ships overlap, plus the lion's share of the area of ​​the halos of ships pressed to the edge of the field is outside the field. Meanwhile, due to the fact that Peter has less halo area overlap than Victor, Victor needs to explore a smaller area of ​​Peter's field than Peter's area of ​​Victor's field.

    As the players hit each other's ships, the area of ​​Peter's field not explored by Victor decreases faster than the part of the field of Victor's field not explored by Peter decreases. Thanks to this, Victor explores Peter's field faster with his moves-shots than Peter's field, and, therefore, Victor will hit all enemy ships faster than Peter. In this case, Victor will suffer heavy losses (lose all multi-cell ships), however, the rules of the game do not require to strive for minimal losses, so Victor, having kept only single-cell ships, will benefit from Peter, who will lose all his ships before Victor.

    Game options

    Pre-revolutionary chips for playing "Battleship"

    Board version of the game

    Folding game option

    Portable version of the game

    There are variants of the game that differ in rules (common outside of Russia). Basically, this concerns the number and size of ships, for example, the Milton Bradley variant is five-cell, four-cell, two three-cell and two-cell. There are options where the player can shoot more than once in a row. Also, a very different version is described in the book by Ya. I. Perelman « Entertaining Tasks and experiences".

    With a standard field size (10x10) and a standard set of ships (1x4 + 2x3 + 3x2 + 4x1), you can add one mine (or more than one) to the game. 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 the 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 issued). 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 isosceles triangle coincides with the lower side of the cell, and the vertex opposite the base lies on the upper side of the cell, dividing the upper side in half.

    If a 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 figures - 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.

    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.

    Flying Dutchman [ ]

    Unlike many other types of naval combat, 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 blown up deck. All other rules are the same as in classic version sea ​​battle.

    Computer implementations



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