Games similar to sea battle. Sea battle. "Bulls and Cows"

Rules of the game sea battle on paper

Who among us did not play “sea battle” as a child? This game can brighten up boring school days. However, modern children prefer paper computer games. If you tell them about this game in an easy and accessible way, you will be able to brighten up a boring sitting in line at the hospital or on the bus.

Let's remember the rules of the sea battle game on paper.

Rules of the game sea battle

The classic game is that two players draw on pieces of paper (each on their own and so that the enemy does not peep) two playing fields measuring 10 x 10 cells. One is for gaming, the second is used for reconnaissance work.

At the top, horizontally on both fields, letters are written in alphabetical order - and they agree in advance whether to include E or J in the letters. On the left outer side of each square we put numbers - from 1 to 10.

By the way! This may be a discovery for you, but Soviet children often wrote the word “REPUBLIC” on top - perhaps this is due to the fact that it is difficult for young children to remember the alphabet.

Ships on paper

Standard flotilla of players in " Sea battle"includes ten ships. They differ in the number of cells they occupy - from one to four. The name of each ship is a designation of the number of “decks” or cells: single-deck, double-deck, and so on... The number of units of each ship depends on how many cells on the playing field it occupies. So, there is only one four-deck, but there are four single-deck ones. Accordingly, there are three two-cell ships, and two three-cell ships.

Each player decides for himself how to arrange the fleet by drawing the outlines of each ship in the game square. An important clarification is that none of the ships should touch the other, and the shape of the ship should resemble a rectangle (or a square, in the case of a single-deck ship), that is, ships cannot have broken lines.

It is not prohibited for ships to be located along the boundaries of the square or to be in the corners.

Game process

Once the players have placed their ships in their playing fields, the game begins. To guess the location of enemy ships, players make “shots” marked on an open square. To simplify the task, we need alphabetic and numerical designations for the cells. Shots are fired at coordinates, for example, A8 or G6. If the enemy names the coordinates where part of the ship is located, then the second player must say: “wounded” and mark the damaged part X; if in the end the ship is completely shelled, then the code word “Killed” is pronounced.

If the enemy hits the ship, then he makes the next move - until he misses. The game is on until someone sinks all the enemy ships.

The rules of the game are simple and that is why Russian schoolchildren love this game so much. But besides this, you can give a few more clarifying points that will help you win faster:

  • Mark the shots - those that you fired at the enemy, and those that hit your field. The fastest way to do this is to do it with a dot. The hit points are marked with crosses.
  • Since ships cannot touch each other, be sure to mark the contours of the sunken ship with dots - this way you will have to spend less time shelling enemy territory.
  • Make up your own tactics for placing ships in the game “sea”. The best option placement - group large ships in one part of the map, and draw small ones in different places on the free field.
  • It is advantageous to place a four-deck ship in a corner of the map - this way you will get more free space where other ships can fit. But, of course, it is not recommended to place all large ships only at the edges of the square.
  • A dishonest trick is to place all the ships on your playing field, except for one single-deck. He will take his place only at the end of the game. This way you will deceive your opponent, but buy yourself more time.

Sea battle is one of the most exciting games on paper. Tell your child its rules and he will probably be carried away by the new fun - after all, it is fun, interesting and simple. And most importantly, you can play with friends in those moments when it is impossible to do anything else.

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In the era of computer battles, many wonderful games, for which you only need a notebook and a fountain pen, have somehow been undeservedly forgotten. But they perfectly develop imagination, logic, intelligence and much more. Yes, some of them have “digitized” and moved to the Internet. For example, “Battleship”, “Balda” or “Hangman”.

I’ll share my favorite games: some will remember their own childhood, and others, perhaps, will find new interesting entertainment for themselves and their children. IN New Year holidays There will definitely be time for games!

"12 Notes"

A favorite Christmas classic for the whole family! Cut 12 pieces of paper - notes. First they are numbered, then on the first one it is written where the second one is hidden, on the second one - where the third one is, and so on. Tasks can be done at different levels of difficulty. For example, write in the third note that the fourth is not “in dad’s left shoe,” but “a black object with laces.” Within the walls of one apartment there is a whole space for imagination!

On the last twelfth note you need to indicate where to look for the prize. It may even be a simple candy, but when found after 12 stages of searching, it becomes nothing less than Candy! When all the notes and prizes are hidden in their places, the presenter can only tell the participants where note No. 1 is - and the action begins!

One day I overdid it with the difficulty of the tasks and they couldn’t find one of the notes. I suggested where the next one was, but everyone forgot about this one. And only recently, several years later, it was accidentally found, having miraculously survived repairs and rearrangements! Now this is a rarity :)

"Words"

A game of erudition for all family members. Participants are given a sheet of paper, which must be drawn into 6-10 columns. At the top of each is written a topic for which you will need to come up with words in the future. For example, “Names”, “Cities”, “Flowers”, “Animals”, “Plants”. You can complicate the game and come up with something more intricate: “Professions”, “Dishes”, “Constellations”, “Writers”.

Then take a magazine or newspaper and use the “poke method” to determine the letter with which all words in a given round should begin. You will also need a stopwatch: the time to complete the task is limited to thirty seconds or one to two minutes. The number of rounds is determined in advance, for example, there can be 10. In each round, the words will begin with a new random letter. At the end, points are calculated: the word was not invented - 0 points, the word matches several participants - 5 points each, a unique word - 10 points.

A variant of the game for super-erudites: write in the allotted time in each column as many words for the dropped letter as you can think of.

"Tanks"

Action game for two for preschoolers. You will need one notebook and two pens. On the spread of the notebook, one page is the first player's field, and the second is the opponent's field. Each person on his or her field schematically draws 5-10 tanks in random order, no larger than a centimeter in size.

Then, by lot, one of the players makes the first move - “shot”. To do this, on his field anywhere (but looking at the opponent’s field and taking aim), he draws a small circle the size of a pea with a pen (you need to paint it “thickly”), then turns his page over to the opponent’s field and presses down the place of the shot with reverse side so that the ink spot is imprinted on this field. The page flips back, and the players look to see if this shot hit any of the tanks. Then the second player makes his shot - and so on until complete victory! This game develops the eye and spatial thinking.

"Bulls and Cows"

A challenging game for older children and adults. This is an intellectual battle of attentiveness and logic for two players. Everyone comes up with a four-digit number, such that the numbers in it are not repeated, and writes it on their piece of paper. For example, 1409. Players, taking turns making moves, must guess the opponent's number. To do this, one names any (also four-digit) number and writes it down for himself. The opponent writes this number under his own and compares the numbers: if there is an exact hit, it is a “bull”, if some numbers are the same, but not in the hidden places, it is “cows”.

For example, under the hidden 1409, a player writes the number 7495 proposed by his opponent. He sees that there is one exact match - a four in the second position, and one inaccurate match - a nine. The player tells the opponent: “One bull and one cow.” The opponent writes down this data next to his first move - 1B 1K. Then the second player makes a move.

The difficulty is that players do not know which numbers they guessed accurately, and which ones are present, but not in their place. With each move, they analyze the information received (the number of bulls and cows), rearrange the numbers, add others and gradually come to the correct answer. Whoever does this first wins.

Miniature Zen drawing book

For this “solo” entertainment that develops the imagination, you need a checkered notebook sheet. If it is not there, then you can draw a regular A4 sheet with a thin pencil into 5x5 millimeter squares. The whole trick is in this miniature size. Take a pen and draw a separate, complete design in each cell. It could be a house, a window, an eye, a person, a car, or anything.

Draw as best you can. The main thing is that in each cell there is a recognizable image, and not just scribbles, and that not a single one is repeated throughout the “canvas”. By the way, you can draw numbers, letters and geometric figures. When they run out, there will still be a huge number of empty cells left on the sheet :) And this is where pure creativity begins.

The finished work (it may take three hours, a day, two or a week - as long as everything is a pleasure) can be hung in a frame on the wall. It looks very unusual and “rich”, and after a long time it is interesting to look at it and guess what is depicted there after creative torment in the one hundred tenth or two hundredth cell.

"Knight's move"

This is a puzzle game for one person. Draw a 10x10 square of any size. In the upper left cell, put the number 1. Then make a move from this cell the way a chess knight moves (with the letter “g”) - and put the number 2 on the new cell. Then from 2, move the knight to any unoccupied cell, number 3, and so on .

Thus, try to fill the entire square, up to the number 100. This is not an easy task, and most likely you will have to draw more than one playing field.

***
What games do you know with paper and pen? Share in the comments, let's play together!

The process looked like this. Each player drew a square field measuring 10 by 10 cells on the last page and placed ships on it. Important point: The opponent must not see anything. The vertical lines of the battlefield were marked with numbers from 1 to 10 from top to bottom, and the horizontal lines with letters from left to right. On this preparatory work ended, and the battle could begin.

War online

Today's schoolchildren love to play sea battle no less than their fathers and grandfathers. But they don’t need anything for this: not a notebook, not a pen, not even an opponent. Shooting games can be arranged for free, fighting with a smartphone or computer.

Almost all games about sea battles have two modes of passage:

  • single,
  • for two.

That is, you can play by yourself or together with a friend. Which option is better, decide for yourself. We have prepared the coolest ones for you Online Games"Battleship" is one of those available for free.

How to play

The gameplay of all war games in the series is simple. For control, two sets of buttons are used: arrow keys and WASD letters. Where there is no mode for two, the player generally operates with one mouse.

In the classic “Sea Battle”, each participant has 10 ships:

  • One four-deck battleship is the largest ship in the game,
  • Two three-deck cruisers,
  • Three double-deck destroyers,
  • Four single-deck submarines or torpedo boats.

When placed on the field, the boats should not touch each other at the corners. Players make attacks in turns. First one shoots, then the other. If during his turn the gamer hits an opponent’s ship (wounds it or immediately sinks it), he is entitled to an additional shot. And if it turns out to be effective, then for another one. As soon as the player misses, the turn goes to the second participant. The sea battle lasts until the ships of one of the combatants in full force (all 10 pieces) go to the bottom.

The game develops strategic thinking and empathy for free. Only by imagining yourself in the enemy’s place can you defeat him. Many famous personalities like the mathematician Yakov Perelman, they loved to engage in naval battles in their spare time and even developed their own strategies for winning the game.

Even though it’s gadget time, there are always situations when you have nothing but friends and a piece of paper. So remember or write it down!

Bulls and cows



The first player thinks of a four-digit number, so that all the digits of the number are different. The goal of the second player is to win back this number. Each move, the guesser names a number, also four-digit and with different numbers. If a digit from the named number is in the guessed number, then this situation is called a cow. If a digit from the named number is in the guessed number and is in the same place, then this situation is called a bull.
For example, the first player thought of 6109, and the second player called 0123. Then the first player should say: one bull and one cow (1b,1k).
Each partner has his own say. They take turns. The one who guesses the opponent's number first wins.

Gallows



The Executioner is another popular puzzle game designed specifically for two players. For this game you will need blank paper and a pen.
The first player thinks of a word. It must be an existing word, and the player must be confident that the other player knows the word and is familiar with its spelling. It depicts a series of blank spaces needed to write a word. Then he draws the following diagram, which depicts a gallows with a noose.
The game begins when the second player suggests a letter that can be included in this word. If he guesses correctly, the first player writes it in the correct blank space. If there is no such letter in the word, he writes this letter to the side and begins to finish drawing the gallows, adding a circle representing a head to the loop. The opponent continues to guess the letters until he guesses the entire word. For each wrong answer, the first player adds one body part to the gallows.
If the torso is drawn before the opponent can guess the word, the first player wins. If the opponent guesses the word correctly before the entire torso is drawn, he wins, and then it is his turn to think of the word.

Tic-tac-toe on an endless field


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The expansion of the playing field allows you to free yourself from the predetermination of the result in Tic Tac Toe.
On an endless field (a sheet of paper will do just fine), the players take turns placing their sign (a cross or a zero). The game ends when one of the players wins or if the field runs out.
The winner is the one who manages to line up five of his signs along one line, straight or diagonal.
If you play computer games, then you can easily guess which of them the creators devoted a lot of time to this extended version of tic-tac-toe.

Sea battle



The goal of this game is to destroy enemy objects (ships). Two people play. The events of the game take place on 2 square fields measuring 10x10. One of the fields is yours, the other is your opponent's. On it you place your own objects (ships) and the enemy attacks them. The enemy places his objects (ships) on another field.
Your armed forces, like those of the enemy, contain the following objects (ships):
1 deck (size 1 cell) - 4 pieces
2-deck (2 cells in size) - 3 pieces
3-deck (3 cells in size) - 2 pieces
4-deck (4 squares in size) - 1 piece.
Objects (ships) cannot be placed closely, that is, there must be at least one free cell between two adjacent objects (ships) (note that the enemy also cannot place objects (ships) closely).
When all preparations are completed and the objects (ships) are placed, it is time to begin the battle.
The player whose objects (ships) are located on the left field has the first move. You select a square on the enemy’s field and “shoot” at this square. If you sank 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 an enemy ship, you continue “shooting”.
The game ends when one of its participants loses all ships.

Points



Dots is a game of wits for two or four people. However, it is best to play with just two people. For this game you will need blank paper and as many pens as there are players. The object of the game is to connect the drawn lines into squares, the player who creates the most squares wins the game.
To begin, create a field on a blank piece of paper, draw horizontal and vertical lines of small dots at equal distances from each other. Very quick game would consist of ten along and ten points across. You can make the field as large or small as you like, depending on the level of the game and the number of players.
Once the board is created, each player takes turns making a move, drawing one line at a time connecting two points. Points can be connected horizontally or vertically, but sometimes diagonally. Once a player completes a square, he places his initials inside the square and gets his next turn, and so on until he manages to create a square with one extra line.
There are two possible strategies in this game: first, you can stop your opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares using one additional line.

Balda



The first player writes a letter, the next player adds a letter in front or behind the letter written, etc. The loser is the one whose substitution results in a whole word. Letters should not be substituted anyhow, when adding another letter, you must have in mind a specific word in which the combination of letters you wrote occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he meant; if he cannot name the word, then he loses; if he named it, the one who gave up loses. The one who loses the first time gets the letter B, the second time - A, etc., until the word Balda is formed. The one who becomes the first Balda loses completely.
Naturally, you can play not only on paper, but also orally.

Tanks



Two players draw 7-10? tanks? or? starships?, each on its own half of a double notebook sheet (preferably not in a box, but in a line or empty A4). Having placed the army, the players begin to fire at each other as follows: a shot is drawn on their half of the field, then the sheet is folded exactly in the middle, and the shot, visible in the open, is marked on the second half of the field. If it hit a tank, it was knocked out (the second? knocking out? fatal), and if it hit it directly, the tank was immediately destroyed.
Each successful shot gives the right to the next one; In some versions of the game, you cannot fire the next shot at the same tank.
After the preliminary shooting, the game goes into overdrive very quickly? blitz-krieg?, or rather, a rapid denouement. The winner, naturally, is the one who shoots the opposing army first.

Barrages



A simple tactical game, the essence of which is the positional struggle for space. On an 8x8 field (i.e. the size of a chessboard), players, one after another, draw small lines that overlap any 2 cells in a row: i.e. for example player 1 draws a vertical line occupying e2 and e3.
Player 2 does the same, but his line cannot intersect or touch existing ones? barriers?.. As the field fills, there is less and less free space, and at the end a sober calculation is needed to finish the game. A player who can no longer place his line because... everything is already blocked, losing.

Headbands



Simple and pretty fun game, built on the same principles as the coin parade, but completely different in form.
On a small field (it can be a square or rectangle of any size, it doesn’t really matter) players place about 15-20 points in a variety of places, although more or less evenly.
Then the first player draws a round but free-form rim that passes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 points in the rim.
Next player draws his rim, the only limitation? it cannot intersect with those already drawn. The rims can be drawn inside the rims, or, conversely, surround existing ones, the main thing is that they do not intersect. After a while, there is very little space left, and the one who draws the last rim loses.
A variation of this game is the rule of drawing rims that cover only 1 or 2 points, no more.

Digital Wars



The main thing in this game is actor is an eraser. You will have to wash it constantly, this is war, and losses are inevitable. Many numbers will die for your victory!
The game is very fast and variable, and, in general, very simple.
You write a series of numbers from 0 to 9, in any sequence, in any combination. The length can be whatever you want, I recommend starting with 20. For example, it could be the row 5,3,6,9,0,8,4,6,1,3,2,4,8,7,0, 9.5? or any other.
With his turn, the player can do one of two possible actions in the game:
change one of the numbers downward, up to a maximum of 0 (there are no negative values ​​in the game);
erase any zero and all digits to the right of it, thus reducing the length of the strip.
The one who destroys the last zero loses.

Dots and squares



Did the author of this game, popularizer of mathematics and science Martin Garner, consider it? pearl logic games?.. Without sharing his opinion, nevertheless, it is quite possible to call the game one of the best tactical games, interesting at any age.
Playing field? rows of dots from 3x3 to 9x9. It’s better to start with a small field and, having felt the taste, increase the size. The rules are very simple: players connect two dots with a line, and when the player can close the square, he puts his sign in it (for example, the first letter of his name).
By closing a square, the player gains the right to an additional move until he draws a line that does not close anything. At the end of the game, it is counted who has closed the most squares, and the winner is determined.
Despite its apparent simplicity, the game provides a good space for combinatorial play, especially on fields of 5x5 and larger. The essence of winning tactics? force the field with half-closed structures, sacrifice, it is necessary, a few squares in favor of the opponent, and then, when there is practically nowhere to bet, force him to make an unfavorable move (not covering anything)? and then close most of the squares in one series.

Troika



The simplest word game, according to the tic-tac-toe principle, only with letters.
On a 3x3 field (then try other sizes), two players bet on any one letter each, and the one who, by the end of the game (when all the fields are filled in) manages to write more well-known 3-letter words diagonally, vertically or horizontally, wins.
The game is useful for children who are learning to write. For adults there is quite little competitive value, but players with a sense of humor will have a lot of fun. Is there an option for children to play? whoever creates the word first, and whoever has more words.

Race



More complex and long game, built on the same principle as others paper games for coordination: moving a pen standing vertically across a sheet with a slight click.
On a sheet of paper (single or double), a race track is drawn in the form of two curving, uneven circles, repeating each other’s outlines, 2-3-4 cells wide (depending on the number of participants). Then, in an arbitrary place of the resulting ring, a start/finish line is drawn, from which the racing cars start.
In short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into the ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.
Each time the driver's line touches or crosses the track boundary, a cross is placed at the intersection and the driver skips the next turn, turning his car around so it can continue the race. Each car has 5 such intersections in stock. (5 hit points), and the sixth encounter becomes fatal.
Besides this, could there be any obstacles on the route? for example, high-danger zones: upon flying into such a zone, the car receives more damage and loses two life points. Or special obstacles that protrude from the edges and make the passage narrower, or on the contrary, stand in the middle and force cars to squeeze through
It is also possible to enter touch points, or rather, small circles, which the car must hit when passing by (i.e., through which the line must pass). The picture shows all the listed complications of the track at once, and it is clear that the race is still far from over.
You can come up with and introduce your own rules, new obstacles, and if there are 4 or more participants, you can even arrange racing series, making several tracks, and in between allowing players to purchase equipment, worth points depending on the place taken. For example, buy additional life points or attack spikes, and remove 1 life point from the car you are overtaking.

Golf



Players start from two spots next to each other at the bottom of a double piece of paper standing vertically (see picture).
Everyone plays with a pen of their own color, and what is everyone's task? in the minimum number of strokes (lines from the pen sliding along the sheet) get the ball into the hole. The hole is located at the opposite end of the field, i.e. on top of the sheet. And a person with good coordination needed a maximum of 4-5 hits to drive the line into the hole.
But in advanced versions of Golf, the path to it is not so simple, because long straight lines are protected by hills that act as a buffer and do not allow the player. When hitting a hill, the enemy performs a rollback i.e. shoots the line of the offender in any direction, and he is forced to continue his series of blows from the place where this line came. Or perhaps 1 or 2 extra moves are added to the track of the one who hits the hill.

I’m sure that even though it’s gadget time, there are always situations when you have nothing but friends and a piece of paper. So remember or write it down! They will be here like everyone else famous games, so I hope that it’s new for someone.

Bulls and cows

The first player thinks of a four-digit number, so that all the digits of the number are different. The goal of the second player is to win back this number. Each move, the guesser names a number, also four-digit and with different numbers. If a digit from the named number is in the guessed number, then this situation is called a cow. If a digit from the named number is in the guessed number and is in the same place, then this situation is called a bull.

For example, the first player thought of 6109, and the second player called 0123. Then the first player should say: one bull and one cow (1b,1k).

Each partner has his own say. They take turns. The one who guesses the opponent's number first wins.

Gallows

The Executioner is another popular puzzle game designed specifically for two players. For this game you will need blank paper and a pen.

The first player thinks of a word. It must be an existing word, and the player must be confident that the other player knows the word and is familiar with its spelling. It depicts a series of blank spaces needed to write a word. Then he draws the following diagram, which depicts a gallows with a noose.

The game begins when the second player suggests a letter that can be included in this word. If he guesses correctly, the first player writes it in the correct blank space. If there is no such letter in the word, he writes this letter to the side and begins to finish drawing the gallows, adding a circle representing a head to the loop. The opponent continues to guess the letters until he guesses the entire word. For each wrong answer, the first player adds one body part to the gallows.

If the torso is drawn before the opponent can guess the word, the first player wins. If the opponent guesses the word correctly before the entire torso is drawn, he wins, and then it is his turn to think of the word.

Tic-tac-toe on an endless field

The expansion of the playing field allows you to free yourself from the predetermination of the result in Tic Tac Toe.

On an endless field (a sheet of paper will do just fine), the players take turns placing their sign (a cross or a zero). The game ends when one of the players wins or if the field runs out.

The winner is the one who manages to line up five of his signs along one line, straight or diagonal.

If you play computer games, then you can easily guess which of them the creators devoted a lot of time to this extended version of tic-tac-toe.

Sea battle

The goal of this game is to destroy enemy objects (ships). Two people play. The events of the game take place on 2 square fields measuring 10x10. One of the fields is yours, the other is your opponent's. On it you place your own objects (ships) and the enemy attacks them. The enemy places his objects (ships) on another field.

Your armed forces, like those of the enemy, contain the following objects (ships):

1 deck (size 1 cell) - 4 pieces

2-deck (2 cells in size) - 3 pieces

3-deck (3 cells in size) - 2 pieces

4-deck (4 squares in size) - 1 piece.

Objects (ships) cannot be placed closely, that is, there must be at least one free cell between two adjacent objects (ships) (note that the enemy also cannot place objects (ships) closely).

When all preparations are completed and the objects (ships) are placed, it is time to begin the battle.

The player whose objects (ships) are located on the left field has the first move. You select a square on the enemy’s field and “shoot” at this square. If you sank 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 an enemy ship, you continue “shooting”.

The game ends when one of its participants loses all ships.

Points

Dots is a game of wits for two or four people. However, it is best to play with just two people. For this game you will need blank paper and as many pens as there are players. The object of the game is to connect the drawn lines into squares, the player who creates the most squares wins the game.

To begin, create a field on a blank piece of paper, draw horizontal and vertical lines of small dots at equal distances from each other. A very fast game would consist of ten along and ten points across. You can make the field as large or small as you like, depending on the level of the game and the number of players.

Once the board is created, each player takes turns making a move, drawing one line at a time connecting two points. Points can be connected horizontally or vertically, but sometimes diagonally. Once a player completes a square, he places his initials inside the square and gets his next turn, and so on until he manages to create a square with one extra line.

There are two possible strategies in this game: first, you can stop your opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares using one additional line.

Balda

The first player writes a letter, the next player adds a letter in front or behind the letter written, etc. The loser is the one whose substitution results in a whole word. Letters should not be substituted anyhow, when adding another letter, you must have in mind a specific word in which the combination of letters you wrote occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he meant; if he cannot name the word, then he loses; if he named it, the one who gave up loses. The one who loses the first time gets the letter B, the second time - A, etc., until the word Balda is formed. The one who becomes the first Balda loses completely.

Naturally, you can play not only on paper, but also orally.

Tanks

Two players draw 7-10 tanks each. or “starships?”, each on its own half of a double notebook sheet (preferably not in a box, but in a line or empty A4). Having placed the army, the players begin to fire at each other as follows: a shot is drawn on their half of the field, then the sheet is folded exactly in the middle, and the shot, visible in the open, is marked on the second half of the field. If it hit a tank, it was knocked out (the second? knocking out? is fatal), and if it hit it exactly, the tank was immediately destroyed.

Each successful shot gives the right to the next one; In some versions of the game, you cannot fire the next shot at the same tank.

After preliminary shooting, the game very quickly moves into the “blitz-krieg” stage, or rather, a rapid denouement. The winner, naturally, is the one who shoots the opposing army first.

Barrages

A simple tactical game, the essence of which is the positional struggle for space. On an 8x8 field (i.e. the size of a chessboard), players, one after another, draw small lines that overlap any 2 cells in a row: i.e. for example player 1 draws a vertical line occupying e2 and e3.

Player 2 does the same, but his line cannot cross or touch any existing “barricades”. As the field fills up, there is less and less free space, and at the end a sober calculation is required to finish the game. A player who can no longer place his line because... everything is already blocked, losing.

Headbands

A simple and quite fun game, built on the same principles as Coin Parade, but completely different in form.

On a small field (it can be a square or rectangle of any size, it doesn’t really matter) players place about 15-20 points in a variety of places, although more or less evenly.

Then the first player draws a round but free-form rim that passes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 points in the rim.

Next player draws his rim, the only limitation? it cannot intersect with those already drawn. The rims can be drawn inside the rims, or, conversely, surround existing ones, the main thing is that they do not intersect. After a while, there is very little space left, and the one who draws the last rim loses.

A variation of this game is the rule of drawing rims that cover only 1 or 2 points, no more.

Digital Wars

In this game, the main character is the eraser. You will have to wash it constantly, this is war, and losses are inevitable. Many numbers will die for your victory!

The game is very fast and variable, and, in general, very simple.

You write a series of numbers from 0 to 9, in any sequence, in any combination. The length can be whatever you want, I recommend starting with 20. For example, it could be the row 5,3,6,9,0,8,4,6,1,3,2,4,8,7,0, 9.5? or any other.

With his turn, the player can do one of two possible actions in the game:

Change one of the numbers downward, to a maximum of 0 (there are no negative values ​​in the game);
erase any zero and all digits to the right of it, thus reducing the length of the strip.

The one who destroys the last zero loses.

Dots and squares

The author of this game, popularizer of mathematics and science Martin Garner, considered it the “pearl of logic games”. Without sharing his opinion, however, it is quite possible to call the game one of the best tactical games, interesting at any age.

Playing field? rows of dots from 3x3 to 9x9. It’s better to start with a small field and, having felt the taste, increase the size. The rules are very simple: players connect two dots with a line, and when the player can close the square, he puts his sign in it (for example, the first letter of his name).

By closing a square, the player gains the right to an additional move until he draws a line that does not close anything. At the end of the game, it is counted who has closed the most squares, and the winner is determined.

Despite its apparent simplicity, the game provides a good space for combinatorial play, especially on fields of 5x5 and larger. The essence of winning tactics? force the field with half-closed structures, sacrifice, it is necessary, a few squares in favor of the opponent, and then, when there is practically nowhere to bet, force him to make an unfavorable move (not covering anything)? and then close most of the squares in one series.

Troika

The simplest word game, based on the tic-tac-toe principle, only with letters.

On a 3x3 field (then try other sizes), two players bet on any one letter each, and the one who, by the end of the game (when all the fields are filled in) manages to write more well-known 3-letter words diagonally, vertically or horizontally, wins.

The game is useful for children who are learning to write. For adults there is quite little competitive value, but players with a sense of humor will have a lot of fun. For children, you can play the option: who will be the first to create a word, and not who will have more words.

Race

A more complex and lengthy game, built on the same principle as other paper coordination games: moving a vertical pen along a sheet of paper with a light click.

On a sheet of paper (single or double), a race track is drawn in the form of two curving, uneven circles, repeating each other’s outlines, 2-3-4 cells wide (depending on the number of participants). Then, in an arbitrary place of the resulting ring, a start/finish line is drawn, from which the racing cars start.

In short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into the ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.

Each time the driver's line touches or crosses the track boundary, a cross is placed at the intersection and the driver skips the next turn, turning his car around so it can continue the race. Each car has 5 such intersections in stock. (5 hit points), and the sixth encounter becomes fatal.

Besides this, could there be any obstacles on the route? for example, high-danger zones: upon flying into such a zone, the car receives more damage and loses two life points. Or special obstacles that protrude from the edges and make the passage narrower, or on the contrary, stand in the middle and force cars to squeeze through

It is also possible to enter touch points, or rather, small circles, which the car must hit when passing by (i.e., through which the line must pass). The picture shows all the listed complications of the track at once, and it is clear that the race is still far from over.

You can invent and introduce your own rules, new obstacles, and if there are 4 or more participants, you can even arrange a racing series, making several tracks, and in between them allowing players to purchase equipment for the amount of points depending on the place taken. For example, buy additional life points or attack spikes, and remove 1 life point from the car you are overtaking.

Golf

Players start from two spots next to each other at the bottom of a double piece of paper standing vertically (see picture).
Everyone plays with a pen of their own color, and what is everyone's task? in the minimum number of strokes (lines from the pen sliding along the sheet) get the ball into the hole. The hole is located at the opposite end of the field, i.e. on top of the sheet. And a person with good coordination needed a maximum of 4-5 hits to drive the line into the hole.

But in advanced versions of Golf, the path to it is not so simple, because long straight lines are protected by hills that act as a buffer and do not allow the player. When hitting a hill, the enemy performs a rollback i.e. shoots the line of the offender in any direction, and he is forced to continue his series of blows from the place where this line came. Or perhaps 1 or 2 extra moves are added to the track of the one who hits the hill.



Billiards