Sea battle board game on paper. How to play sea battle? Let's play Sea Battle

For both games from this article, and for the game "Tanks" and for the game "Battleship", you will need a sheet of paper and two pens. They are played by two players. The players either agree in advance about who will go first, or decide by drawing lots, for example, tossing a coin or using children's counting rhymes.

And if the game "Sea Battle" is familiar to almost all people in our country, whose childhood fell on the 80s - 90s or earlier, then the game of tanks on paper, or as many affectionately called it, "Tanks", was known, but not by that much. Despite the military theme, both of these games were very popular among both boys and girls. They played them both at home and at school, and not only at breaks, but also in the classroom, blocking the map with the location of their ships from a neighbor on the desk with a notebook or textbook.

These games will help children to spend their time in a fun and useful way. The benefits of these games are not only that they are live communication, a way to do something interesting, to distract from something, to relax. For preschoolers, this is a way to prepare their hand for writing, in the game "sea battle" to repeat some letters and numbers.

Another game of tanks develops an eye, and a game of sea battle allows you to train your intuition, teaches you to find a square with given coordinates on the playing field (although one of them is indicated by a letter), makes it possible to develop your own strategy for fighting, try to unravel the opponent’s strategy, imagine how he thinks, how he could arrange his ships.

Tanks (tanchiki) - a game on paper. Rules

To get acquainted with the game, it is advisable for novice players and younger children to take a double checkered notebook sheet (it is torn out of the middle of the notebook). In the following games, it is better to use a sheet of clean office paper folded in half - this will make it harder for opponents to hit the target. And each player in this game will need not a felt-tip pen or a pencil, but a ballpoint pen. It will turn out more beautiful and clearer if the colors used by the opponents' pens are different, but it is possible that they be the same.

Preparing for the game

The fold is the border. On one side of the sheet is the territory of one participant, on the other - the other. Each participant draws their tanks on their side of the sheet. The number of tanks is agreed in advance, it should be the same (from 5 to 10 pieces for each). Tanks should be small, about 1x2 cells. It is better to draw them away from the border and from each other - this way it will be more difficult for the opponent to hit them.

Before the start of the shelling, agree on the rules.

Rules of the game "Tanks"

A variant of this game with various military equipment: in addition to tanks, participants draw ships, planes, you can even draw paratroopers. About what military equipment to draw and in what quantity, the participants agree before the start of the game.


Sea battle is a game on paper. Rules

Now "Battleship" can be played both in the computer and in the desktop version, however, the simple classic paper version has not yet been forgotten. The game allows you to feel like a military leader, in it you need to set the coordinates for shelling the enemy fleet and think over the location of the ships of your fleet in such a way as to destroy the fleet of another participant before it destroys yours.



Preparing for the game

Before the start of the game, the participants draw fields with coordinates on sheets of paper and place the ships of their fleet in them. At the same time, they necessarily agree on the number of ships, their shape, location and rules. This is very important so that later there are no misunderstandings, resentment and quarrels. Because there are several options for the game.

For example, in my childhood, I, and all my friends and acquaintances with whom we played Sea Battle, drew three-cell and four-cell ships in random order: in the form of rectangles, the letter "g", the letter "z", square. But it turns out that according to the rules of the classic version of the game, this is unacceptable - ships can only be located exactly, without bends.


Playing fields of the game "Sea battle"

For the game "Battleship" each of the participants will need a piece of paper in a box and a pen (you can use a pencil or a felt-tip pen).

Before the game, the participants draw two squares with sides of 10 cells on their piece of paper. In the cells to the left of each square, vertically from top to bottom, numbers from 1 to 10 should be placed in ascending order, and above each square, horizontally from left to right, letters from "A" to "K", with the exception of the letters "Yo" and "Y ". Those. Here is a row: "A B C D E F G I J". Sometimes, instead of letters of the alphabet, a word is written horizontally, consisting of ten non-repeating letters.


In the first square, each player places his fleet, in the second he marks the location of the opponent's fleet.


The shape, number and location of ships in the game "Battleship"

How many ships should be in a sea battle game? In the classic version, each player has 10 ships:

  • 1 PC. - 4 cells,
  • 2 pcs. - 3 cells,
  • 3 pcs. - 2 cells,
  • 4 things. - 1 class.

More:

  • one ship, consisting of four cells - a battleship (such ships are also called four-deck or four-pipe ships)
  • two ships, consisting of three cells - a cruiser (three-deck)
  • three ships, consisting of two cells - a destroyer (two-deck)
  • four ships consisting of one cell - a submarine or a torpedo boat (single-deck)

Ships must be arranged in an even vertical or horizontal row with no curves, and in no case diagonally. It is strictly forbidden to arrange ships so that they touch each other by sides or corners. That is, there must be a distance of at least one cell between them. Ships can touch the sides of the field in which they are located.

It is very important that none of the players see the location of the opponent's fleet.

Rules of the game "Sea battle"

The first player shoots (names the coordinates of the cell in which, as he assumes, the opponent may have a ship, for example, K-10).

The second player on the first field (the field with his ships) finds this cell.

  • If the cell is empty, the second player puts a point in it and says aloud: "By." The first player also marks this cell with a dot, but on the second field. The turn passes to the second player.
  • If a medium or large ship is located in this cell, the second player puts a cross in it and reports: "Wounded", if small (single-deck), then "Killed". Also, "Killed" is said in the case when the opponent hits the last whole (not marked with a cross) deck of a multi-deck ship. The first player in this cell on the second field also puts a cross and makes another move.

Players take turns moving, but after each well-aimed hit, the player gets one more turn. The winner is the one who first blows up all the ships of the other participant. When the game is over, the participants can watch each other's playing fields.

If the winning player breaks the rules, the other player is considered the winner.

Possible violations:

  • made a mistake in the signature or the size of the fields
  • made a mistake in the shape, number or location of ships
  • moved the ship during the game
  • tried to peep how the opponent's ships were located, etc.

How to play Sea Battle to win

In the game "Battleship", there are tricks, some of which are known to few, and therefore they play, hoping only for chance. But by applying certain strategies, you can significantly increase the chance of winning.

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Any adult who did not have computers and consoles in childhood knows how to play paper games. For such exciting activities, you need nothing more than a blank piece of paper and a pencil or pen. It is today that many children know how to win at Diego Forward, a fun online game, but not everyone has an idea of ​​​​what Tic Tac Toe is. Of course, the Diego Forward computer game also teaches a lot, for example, attentiveness and kindness towards animals, but do not forget about the simplest games that help children develop logical thinking, ingenuity and creative thinking. There is a lot of fun on paper, most of which is the applied use of it.

One of the very first games that a person recognizes in his life, known in England under many names.

Number of players: two.

Equipment: pencil and paper, or any surface on which you can make notes.

Difficulty: it is decidedly difficult to win both for an adult and for a child.

Duration: Each game takes several minutes, but you won't get by with one round.

Tic-tac-toe has an undeniable advantage - you can play it almost anywhere: at home, in the car, on the train or on the beach, where you can draw markings in the sand. First draw two pairs of parallel lines perpendicular to each other to make nine squares. Then the players take turns filling in the squares with crosses and zeros (each with their own signs), striving to make a row - horizontal, vertical or diagonal - of three identical symbols. The player who starts the game has an advantage, so it would be wiser to start the games in turn.

There are about 15,000 options for how to make the first five moves in a game, but in almost any situation, the second player can reduce the matter to a draw.

One winning strategy is shown in Figure 1: if you put a cross in a corner and your opponent put a zero in the corner below, then it makes sense to close the opposite corner next move, forcing your opponent to break your diagonal line by placing the next zero in the central sector. Then place a cross in the remaining corner, and on your next move you win anyway. But even the use of this strategy will not provide you with a 100% win, and in any case, most of the games come down to draws.

The easiest way to describe this game is to mention that it is similar to Scrabble. "Scrabble" without board, squares, letters and scoring system. Success depends on a rich vocabulary and a rich imagination, but it is very difficult to win the version of the game when the basic rules are used, so it is worth agreeing in advance and modifying them a little.

Number of players: two or more.

Equipment: pencil and paper.

Difficulty: the game is suitable for both children and adults.

Duration: in the simplest version - about half an hour.

BEGINNING OF THE GAME

Each player writes out all the letters of the alphabet on a separate piece of paper, an additional sheet is used as a field.

The first player (throw a coin or determine it in another way) writes a word on the sheet-field, making equal spaces between the letters, then crosses out the letters that he used from his alphabet.

The next participant enters the game by writing his word perpendicular to the first and using one of the letters already in it, also crossing out those letters that he added, but not those that are already written on the game sheet.

This continues until each player writes down a word, and then the move again goes to the first, after which a new circle begins. Subsequently, players are only allowed to use the non-crossed out letters of their alphabet.

Which words you can write is determined by the same rules as in Scrabble. As the example in Fig. 2, the first player wrote down the word "kitchen", the second player used the letter I, wrote down the word "lizard" and crosses out all the letters except Z from his sheet. The third player used the letter And the second player and wrote "World", well, the first player, when the move returned to him again, he wrote down the word "spruce", thereby getting rid of the soft sign.

At first, it is quite easy to come up with better words than those chosen by the players in our example, but as the game progresses, this becomes more and more difficult. However, a player who is stumped may say "pass" and miss a turn. The first person to cross out the entire alphabet wins, but since the players only have 33 letters at their disposal, it's not easy at all. If all players said “pass”, then the one who has the fewest uncrossed letters left on the sheet wins. As you can guess, this game is much more difficult than Scrabble, due to the limited supply of letters.

GAME OPTIONS

There are countless variations of the Alphabet Race, but it's important that all conventions are approved before the game starts to avoid unnecessary disputes. You can, for example, double or even triple the stock of vowels for each player. It is also possible to give each of them two alphabets, without repeating such rare letters as b, y, and b. You choose.

They say that the game was invented by English prisoners of war during the First World War, and since then, children from many countries of the world have fallen in love with this unpretentious activity. By the way, to add interest, you can easily move the action into the future.

Number of players: two Equipment: pencil and paper.

Difficulty: the luck factor plays a significant role; The game is more suitable for children than for adults.

Duration: about 15 minutes, but the loser usually demands a rematch.

BEGINNING OF THE GAME

Each player draws two fields of 10 x 10 cells, numbers them with numbers from 1 to 10 on the left side, and also marks them with letters from A to K (omitting Y and Y) from above. One field is intended for your own fleet, the second - for the enemy, and now there will be no markings on it, except for the markings. Each player's fleet consists of one battleship (four spaces), two cruisers (three spaces), three destroyers (two spaces), and four submarines (one space). This means that each player out of a hundred cells of his field will have twenty cells occupied by ships. Players place ships on the field for their fleet, marking them with the appropriate letters - L, K, E and P. The cells that form one ship must touch each other vertically, horizontally or diagonally.

But the ships cannot stand close, even if they touch at least one corner. The possible location of the fleet is shown in fig. 4.

To determine who starts, a coin is tossed. At the end of the first game, the loser will go first.

Each player takes turns trying to hit the enemy ships, making three shots per turn. This is done by the fact that they call the coordinates of the cell where they shoot. Accurate hits are announced by the enemy, while he also names the type of damaged ship.

On fig. 5 player shot at the cage Drawing No. 5

G-3 and missed, then in G-6 and missed again. But the third shot caught one of the enemy cruisers on the B-8. All this information, including misses, is marked on the field of the enemy fleet. Then the turn passes to the second player. The winner is the one who destroys the enemy ships first.

GAME OPTIONS

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 missile ship, the cruiser with a laser frigate, the destroyer with a space infantry transport, and the submarine with a fighter, or let the kids come up with their own names - and there you have a new game.

This more advanced version of Sea Battle requires players to be more thoughtful. 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 spaces), one cruiser (three spaces), and two destroyers (two spaces). Ships are distributed across the field, according to the above rules. But, unlike Naval Battle, in which three shots can be fired per turn, as many as seven shots are fired in the Volley game: 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.

Paper games are of varying complexity, there are even those whose strategic design is equated to a chess game. You can play in bulk, or you can solve puzzles on your own. A number of such amusements do not have restrictions on the number of players, for example, intellectual quizzes, funny sheets, folding.

Games are very different: tactical, adventure, creative, applied, artistic. Main advantages paper games- this is the difference in genres, simplicity, ease of learning the rules and tactics, accessibility for every child or adult. Such interesting activities can be taught to a child from the age of five, starting with the most simple and understandable games. Adults should play together with their children, showing them the variety of games on paper.

Being engaged with a child, parents will remember their childhood and will get no less pleasure than their kids.

To play "sea battle" participants should take a piece of paper in a box and draw two battlefields on them. Their dimensions are 10 by 10 cells, two squares. One field for the location of their ships on it. The second is to mark the results of hits or misses on enemy ships. The upper part of the squares is marked with letters of the alphabet, horizontally; vertical on the left - in numbers. So, each selected point will have coordinates: 1a or 9d. The more hits on the target on the opponent's field, the closer the victory and playing "sea battle" becomes more interesting.

Each player has the same number of ships, which are of different sizes. The more entertaining it is to play "sea battle", the more diverse the alignment of "armed forces" on the field will be. Each player will have ten ships:

Four ships with one deck,

Three - with two,

Two - with three decks,

One is the largest, four-deck.

Arrange your ships only in cells: vertically or horizontally - no touching the corners. A distance must be left between the ships - one cell. If everything is prepared by the participants, then you can start playing "sea battle".

Playing fields during the battle - closed: opponents should not see how the ships are located. The first one who starts the battle calls the coordinates of the point, marking it on his second field. If it hits, it marks the square with a cross. Otherwise, dot. Play "sea battle" should be until the first miss. Missed - the move goes to the second participant.

Participants find the coordinates of the called points and inform the enemy: “hit”, “past”, “wounded”. So, there is a "shooting". Participants continue to play the "sea battle" until the moment when one of them has all the ships knocked out.

And again Sea battle, but this time about the classic school game, which is played on notebook sheets. History has not preserved information about who invented this amazing game and when, but it is a fact that many generations of schoolchildren in the Soviet Union played it. Legends were composed and poems were written about this game, different variants of battles and new rules were invented. It is not surprising that the naval battle boom continues and even gains new momentum, now you can play not only with an opponent, but also with a computer, tablet, and even with a phone...

Most recently, on our website, we described, and today we will talk about the classic rules of the game Naval battle on paper. The classic version of the sea battle game is played by two people. To play, you will need two notebook sheets in a cage and two pencils or pens. The players take a piece of paper and a pen each and sit down so that they cannot see each other's pieces of paper - this is a real military secret, and the fate of the whole company depends on the stealth of the fleet's positions. Next, the players draw two squares of 10 by 10 cells and number the vertical side, and write the letters of the alphabet on the horizontal side. You should pay attention to the spelling of the same letters for two players, otherwise the game will be spoiled. Of course, you can change the arrangement of letters and numbers, you can increase or decrease the size of the playing field, but the prerequisite is that this must be done in the same way for two players.


After the squares of future hostilities have been drawn, you should hide them well from the eyes of the opponent and begin to arrange your fleet, but before that, carefully read the following rules:

  • in the classic rules of the game "Battleship" ships are located only horizontally or vertically and cannot be curved;
  • in the classic game "Battleship" ships cannot touch each other either by sides or corners, there must be a distance of at least one cell between ships;
  • in the classic Sea Battle game, each player places 10 (ten) ships of different sizes:
    • 1-n (one) four-cell battleship;
    • 2-a (two) three-cell cruisers;
    • 3 (three) two-cell destroyers;
    • 4th (four) one-cell submarines or torpedo boats (as you like).


Ships should be placed on the left square, and the right one will be used to mark your shooting, analyze the situation and fire at enemy ships. The figure shows an example of the arrangement of ships. Attention, if you decide to change the rules of the game to increase the number of ships, then you need to increase the size of the game squares, otherwise there will simply not be enough space to place the ships.


When the ships are placed, the time comes to start a sea battle and one of the admirals, according to the lot, makes his first shot. This is done as follows: the player looks at the right square and chooses any place available for a shot and calls it out loud. For example: "e2" or "i9". The second participant in the naval battle looks at his left square, on which his ships are located, finds the indicated point and reports the result of the shot:

  • past (miss) - if this point is empty, in this case both players mark a point at this place, which means that they have already shot at these coordinates and there is no ship there;
  • wounded - if this is one of the places on which the ship is standing and this ship still has whole fragments of the hull, in this case a mark is made with a cross with the beginning of the lines in the corners of the square;
  • killed (sank) - if there is a one-cell submarine or another ship in this place, in which all fragments of the hull are already damaged, in this case a cross is placed and the entire ship is surrounded by dots, because the ship is sunk, its coordinates are completely determined, and according to the rules of naval combat, other ships cannot be located on neighboring cells. Thus, a mark is made and no more fire will be fired at these coordinates.


Please note that according to the rules of the classic game of naval combat, the player who made a successful shot and wounded or killed the enemy ship continues the game and makes another shot. He keeps firing until he misses. The game continues until all the ships of one of the fleets go to the bottom, i.e. until the complete destruction of one of the fleets.

Attention, if you wish, you can change the rules of the game and add your own elements. For example, some introduce one or two naval mines into the game. When hit by such a mine, the shooting player must name the coordinates of any of his not sunk ships. In addition, you can play three of us, then the players draw three squares and the shooting is carried out immediately at one squadron, and then at the other. In addition, you should make marks not only of your shots, but also of the shots of opponents when they shoot at each other. The introduction of new rules into the game will diversify it and make it more exciting, but these rules need to be carefully thought out and tested in practice.

In the following articles, we will definitely analyze the tactics of deploying fleets and the correct strategy for firing at an enemy squadron. Have fun.

On our site you can find others that you can play with your friends.

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 supplanted 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 searching for small ships, you will most likely have time to understand his tactics and destroy most of the ships, thereby making him nervous. The rest is 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.

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 to 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.

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 heads, the rules were passed on to each other during the game. Many of these games were played with just a pair of pencils or pens and a piece of paper.

Games on paper can be safely called the most intelligent and developing. And now they are forgotten quite undeservedly. It is worth teaching children to play these games, and they can always be occupied on a long road 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 a foggy window pane in a minibus or a couple of twigs and sand underfoot ...
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.
But still there are certain combinations of moves that lead to victory.))
When you get tired of playing on a small field, you can increase the field or not limit it at all. On such a field, players take turns making moves until someone manages to line up a line of five characters horizontally, vertically or diagonally.

2. Sea battle

This is one of our favorite childhood games.
I think everyone remembers the rules. And for those who do not remember, we will remind. This game is for two.
The goal of the game is to sink all enemy ships. Ships are located on 2 square fields measuring 10 by 10 cells. You place ships on your field and the enemy strikes at them. And on the other field, the enemy has his ships. Each player has an equal number of ships - 10 pieces:
Single-deck (size of 1 cell) 4 pieces
Double-deck (2 cells in size) 3 pieces
Three-deck (size of 3 cells) 2 pieces
Four-deck (4 cells in size) 1 piece
When placing ships on the field, you need to 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 selects 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 sank the 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

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.

4. 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.

5. 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.

In the figures you see the correct connection of the points.

and wrong

6. 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.

7. Numbers

Did you play such a game on a notebook in a box at school or institute? We played the floor of the hostel.))) I held on 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 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 crossed out all possible pairs, you rewrite the remaining numbers at the end. The goal is to completely cross out all the numbers.

8. Gallows

A little inhumane game, but still. As a child, we combined the yard game of Cossack robbers with the "gibbets!".
The meaning of this game is to guess the word by letter in a certain number of moves.
One player thinks of a word (simple and short to begin with). He writes his first and last letters, and instead of the 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 its place. If not, then we write the letter to the side so as not to repeat ourselves, and we begin to draw the "gallows" - a vertical line. With the next error - horizontal (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, you lost. If he had time, it was his turn to think of a word.

9. 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.

10. 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.

What games did you play? Share with us the "paper" games of your childhood!

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 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 are marked in yellow, on which unsuccessful shots have already been fired, cells on which shots ended in a hit are marked in red, and cells on which no shooting was carried out 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 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 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.