Sea battle for three how to play. How to play sea battle on a piece of paper in a box correctly. The maze should contain

On the polar seas and on the southern seas, Along the bends of green swells, Between the basalt rocks and pearl, Sails of ships rustle. The swift-winged are led by captains, Discoverers of new lands, For those who are not afraid of hurricanes, Who have tasted Malstroms and stranded .. N. Gumilev, "Captains" What is the game about " Sea battle"

All children (especially boys of different ages)) games of military themes attract, while the most interesting are war games combined with sea romance. Few of the male half of humanity can be left indifferent by the combination of an exciting battle and sea adventures. That is why the game with the familiar name "Sea Battle" has never lost its popularity.

In addition to traditional "Sea battle" using a ballpoint pen and a sheet of paper in a box, there are a huge number of varieties of this game, many of which are made in desktop version ... Variants of "Sea Battle" have a varied design, different levels of difficulty, numerous additional features... And, of course, all the options differ in size and price, but they retain the main idea of ​​this board game - this is a naval battle, a battle, that is, a battle between two powerful fleets.

Not all the boys who are fond of "Sea battle" will become sailors or, even more so, admirals. But the qualities that they bring up, fighting the enemy, will be useful to them in adult life... The main thing is that they will learn to win and not give up, they will learn the basics of tactics and psychology, they will rejoice at their achievements, starting with a little - playing.

Description of the game

Board game"Sea battle" is designed for two players. Once upon a time, this fun was played with a pen and a lined sheet of paper. Despite such modest equipment, the naval battle still captured and carried away. The boys could sit for hours at the desk, creating more and more tactical situations, thinking over the strategy of their attack on the enemy. The goal of the game has never changed. It consists in sinking the entire enemy fleet. This is not as easy as it might seem, because just being a good shooter is not enough to win. It is very important to be able to build the game in such a way as to hinder the enemy, prevent him from carrying out his plans, bring confusion into his ranks, and disrupt the strategy.

How to play (the rules of the classic game "Sea Battle", the course of the game)

Two players are playing. Each of them needs a piece of paper (preferably in a cage), pencil or pen. The game begins with the preparation of the field. Two squares of 10 × 10 cells are drawn on a piece of paper. On one of them their ships will be deployed, in the other they will "fire" at enemy ships. The sides of the squares are signed with letters horizontally and numbers vertically. It is necessary to agree in advance which letters will be written (the main disputes arise as to whether or not to use the letter "E"). By the way, in some schools, instead of a boring alphabet, they write the word "REPUBLIC" - it just contains 10 non-repeating letters. This is especially useful for those who have never mastered the alphabet.

Arrangement of ships

Next, the placement of fleets begins. The classical rules of naval combat say that there should be 4 ships in one cell ("single-deck" or "one-tube", "boats" or "submarines"), 3 ships with 2 cells each ("destroyer"), 2 - 3 cells each (" cruiser ") and one - a four-deck" battleship ". All ships must be straight, curved and "diagonal" are not allowed. The ships are located on the playing field in such a way that there is always a gap of one cell between them, that is, they should not touch each other either by their sides or corners. In this case, ships can touch the edges of the field and occupy corners.

Ship types

The actual game

Before the start of hostilities, players throw lots or agree who will go first. When the ships are placed, the players take turns firing "shots", naming the squares by their "coordinates": "A1", "B6", etc. If the shot fell into a cell not occupied by any enemy ship, then the answer follows: "Past ! " and the shooting player puts a dot on someone else's square in this place. The right to move passes to the opponent. If the shot hit a cell where a multi-deck ship is located (larger than 1 cell), then the answer is "Wounded!" or "Hit!", except for one case. The shooter puts a cross on a foreign field in this cell, and his opponent puts a cross on his own field also in this cell. The shooter is entitled to one more shot. If the shot hit the cell where the single-tube ship or the last unaffected cell of the multi-deck ship is located, the answer is "Killed!" or "Sank!" Both players mark the sunken ship on a sheet. The shooter is entitled to one more shot. The game is played until the complete victory of one of the players, that is, until all the ships are sunk. At the end of the game, the loser can ask the winner to look at his ship placement.

Mastery (tactics of the game "Sea Battle")

If you think that naval combat is a game based solely on luck and luck, then you are wrong. In fact, it has both strategy and tactics, which we will talk about in the conclusion. So - about the tricks as well as various honest and not very honest methods of playing in sea battle: First of all (and this is the most important thing!), You need to keep your sheet with ships so that the enemy cannot spy on your location;

Be sure to keep track of your and others' moves, marking them with dots. This will exclude shots at the same cells;
After sinking an enemy ship, also surround it with dots so as not to shoot at places where there are obviously no ships;
Do not put ships in the corners of the field: usually beginners shoot at them first. However, exceptions will be discussed below;
It is necessary to develop a strategy for the placement. A good result is an uneven distribution of ships: collect all the "big" ships in one or two dense groupings, and hide the remaining "single-decks" separately in secret places of the playing field. In this case, the enemy will quickly calculate and defeat the grouping of large ships, and then will search for the remaining small ships for a long time;
After killing a large ship, the enemy surrounds it with dots. So, having found a "four-deck", the enemy immediately opens (4 + 1 + 1) * 3 = 18 cells (that is, 18% or almost 1/5 of the field). "Three-deck" gives 15 cells (15%), "double-deck" - 12%, and "single-deck" - 9%. If you put the "four-deck" against the wall, then it will open only 12 cells (10 for a three-deck, 8 for a two-deck). If you put the “four-deck” in the corner, it will only open 10 cells (8, 6 and 4, respectively). Of course, if the enemy realizes that all the ships are on the edge, he will quickly sink them. Therefore, it is best to use this advice in conjunction with the previous one.
Shooting tactics can also vary. However, the best way to start the destruction of enemy ships is to search for a "four-deck". To do this, you can shoot diagonally, or draw a diamond, or shoot through 3 cells to the fourth. As soon as a four-deck ship is found, we are looking for a three-deck one, then two ... Of course, in the search process, "every little thing" will come across and make adjustments to the plans.
And here is the dishonest way: to arrange all the ships, except for the last single-deck (it will act as a submarine "Elusive"). And he will be placed (and killed) only in the last remaining cell. Dealing with this is easy enough: have the players arrange the ships in one color, and fire in another. It is possible, for example, for players to have pens or pencils of different colors, and after placing the ships, they simply change the pens.

Game options

Complicated "Sea Battle"

"Volley"

This complicated version Sea Combat requires a more thoughtful approach from the players. The fields for your own and foreign fleets remain the same, but the ships used and the principle of the game change somewhat. Each player now has one « battleship » (five cells), one « cruiser » (three cells) and two « destroyer » (two cells). Ships are distributed across the field according to the above rules. But, unlike "Sea Battle", in which you can make three shots per turn, in the "Volley" game there are as many as seven of them: three for a battleship, two for a cruiser, and one for destroyers. The enemy notes where the shots hit on the field of his fleet, but does not specify which of the shots was effective. Instead, he can say, "one hit to a cruiser and one to a destroyer." If the ship has been hit more than once, this must also be reported.

After that, a volley is fired by the ships of the second player, and at this time the first player must think carefully into which cells he should shoot in the first move in order to find out which of his first hits were accurate.

A ship is considered sunk when all of its cells are damaged, and players must report this immediately. This is very important, because the next player's shots will be reduced by the number that was provided. lost ship... Therefore, if you lose a battleship, your firepower will decrease by three units and the next time you will have only four shots. As in "Naval Battle", the winner is the one who sinks all enemy ships first.

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

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

If the player, as a result of his move, hits a mine (on the enemy's mine), then he must inform the owner of the mine (the enemy) the coordinates of one of his unaffected cells occupied by any of his ships (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 when it hits the mine - in order for it to die, it must be shot at it; in other words, the mine only reports the coordinates of the ship). The owner of the mine is not obliged to hit the given cage immediately - he has the right to shoot at it at any time. Since the shot at the given cage is accurate, the owner of the mine after this shot gets the right to a second move. The used mine is "extinguished" by placing a point in the center of the circle (in the center of its cage).

The size of the field can be increased - for example, the size 16x16 or 18x18 allows you to conveniently use the entire size of a single notebook sheet. In this case, the number of figures can be increased - for example, as suggested by Ya. I. Perelman. Then, due to the increase in the number of armies and the size of the field, you can increase the number of mines (for example, up to three) and add a minesweeper to the game (say, one for each player). A minesweeper is designated by an isosceles triangle inscribed in one cell, so that the base of the isosceles triangle coincides with the underside of the cage, and the apex opposite to the base lies on the upper side of the cage, dividing the upper side in half.

If the player, having made a move, got on a minesweeper, then he must give the enemy (the owner of the minesweeper) the coordinates of one of his not yet triggered mines - so that the owner of the minesweeper knows that these coordinates of the issued cell with a mine should not be walked. A cage with a minesweeper should not touch cages with ships and mines, and also, if there are more than one minesweepers, and cages with other minesweepers. If by the time the minesweeper was triggered, not a single mine remained, then the adversary of the resembling one informs the resembling one that he hit a minesweeper, but the one who looked like him does not give him anything.

Since hitting a mine or a minesweeper is not a success, but is a nuisance for the walker, after such an unsuccessful move, the move goes to the owner of the triggered mine or the triggered minesweeper. Once on a mine, it is impossible to issue a cage with a minesweeper instead of the coordinates of the ship's cage. Mines and minesweepers are single-celled figures. Mines and minesweepers are not considered significant figures - therefore, if a player has only mines and minesweepers left, but all ships have died, and the other player has not all ships died, then the game is considered over, and the first player is the loser.

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

Submarine options

In some versions of the game, there is a so-called "submarine". On the playing field, it is indicated by a rhombus inscribed in the cell and always occupies one cell, that is, it is "single-deck". A "sub" can come into contact with any ship of its flotilla, but not be "under" it, that is, not in the same cell. When one player hits the second player's "submarine", the "submarine" sinks, but makes a death shot at its own coordinate of the first player's field. Thus, the game becomes more difficult, since a "submarine" can be located in the single-celled halo of the sunken ship.

Flying Dutchman option

Unlike many other variants of "Naval Battle", here each player has only one ship, with the number of decks from 5 to 8 (the exact number is negotiated before the game). The game is played on a field of 20 × 20 cells. The ship itself can occupy cells vertically, horizontally and diagonally at the same time. If another player gets into the ship of one of the players, then the first player has the right to move his "Flying Dutchman" to any other place on the field, but he loses the undermined deck. All other rules are the same as in the classic naval combat.


Hmm ... did someone say Flying Dutchman?

"Spaceships"

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

Tabletop variants of "Sea Battle"

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

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

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

Original game set"Sea Battle" is offered by DJECO, which has developed an original bright design of playing cards for this board game aimed at younger students.

Electronic game "Sea Battle". In addition to the colorful mechanical version, there is a no less attractive model - the electronic board game "Sea Battle". Here, too, the task is to be the first to destroy the enemy fleet. Only for this it is necessary to indicate the coordinates for the "shelling". If the point on the map, which the player names, coincides with the location of the ship, then the ship is considered shot down. To make it easier to follow the course of the game, a record of all shots is kept on a special field, including those that did not reach the goal. This set includes two game boards, the covers of which are used to record shots. Each player receives a set of ships, which he places at his own discretion on the playing field provided to him. The set also contains multi-colored tokens. They serve to fix hits on the enemy: they mark hits with one color, and misses with the other.

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

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

Who is this game for?

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

Sea battle for every taste

Board game "Sea Battle" for two is fun not only for children. Adults are also happy to spend their leisure time in duels. So, the table version with balls allows grandfather and grandson to play at the same table, and their chances of winning are equal. This adds excitement, brings generations closer together in emotional experiences.

If a child loves gadgets, then "Sea Battle" (board game) - an electronic version with interesting sound signals will captivate him more than a mobile phone.

Similar games

In addition to "Sea Battle" there are similar games on paper, most of which are also geared towards children from six years of age.

1. Tic-tac-toe

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

2. Tanks

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

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

4. Points and lines

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

5. Points

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

6. Digits

Have you played at school or college such a game on a checkered exercise book? It was called differently: numbers, numbers, seeds, 19, but the meaning did not change. You write out numbers from 1 to 19 in a row, in a line up to 9, and then you start the next line, in each cell 1 digit. Then you cross out paired numbers or giving a total of 10. One condition - the pairs must be next to or across the crossed out numbers horizontally or vertically. And after you have crossed out all possible pairs, you rewrite the remaining numbers at the end. The goal is to cross out all numbers completely.

7. Hangman

A bit inhuman game, but still. As a child, we combined the courtyard game of Cossack robbers with the "gallows!" and instead of the missing letters we put dashes. The task of the second player is to guess the hidden word. He names the letter. If this letter is in the word, we write it in place. - vertical line. With the next error - horizontal (it turns out something like the letter d). Then the rope, loop, man's head, torso, arms and legs are drawn. During these several attempts the player must guess the word. If it did not work out, he lost. If had time - his turn to guess the word.

8. Balda

Another word play. Here you can play together, three or even one.
A square playing field with 5x5 cells, for example, is drawn on a piece of paper. In the middle row we write a word of five letters. Players take turns making moves. In one move, a letter is inscribed in a free cell in such a way that a new word is formed each time. Words can be read in any direction except diagonal. For each word, the player gets as many points as there are letters in the word. Words are written on the side of the field so that other players do not repeat them. The game ends when all the cells are filled with letters or none of the players can come up with a new word. After that, the number of points is calculated. The one who has the most of them wins.

9. Points and squares

A game for two players. You will need a sheet of paper, preferably in a cage, and a couple of pens of different colors.
On a sheet of paper, a playing field is drawn in size from 3 * 3 squares, and more (up to 9 * 9), depending on the level of the players.
The essence of the game: the players take turns drawing one-square-long lines, trying to create 1 by 1 squares inside the field. If your line has become the final one in the square, put your sign in it and get the right to an additional move. The moves continue until you place a line that does not complete any square. The game ends when the entire field is full. After that, the number of squares closed by each player is counted and the winner is announced.
For all its simplicity, a game with a twist. Here you can calculate forward moves and try to put your opponent at a disadvantage by forcing him to make an uncomfortable move.

"Sea Battle" is an addictive game for two players, which was not played only by the lazy as a child. This entertainment is unique, first of all, because no special equipment is required to organize it. It is enough just an ordinary pen and a sheet of paper, and two guys will be able to develop a real battle.

Although all of us in childhood at least sometimes sat in front of a lined piece of paper, over time, the rules of this fun are often forgotten. That is why parents are far from always able to keep company with their grown children. In this article, we bring to your attention the rules of the sea battle game on pieces of paper that were familiar to each of us several years ago.

The rules of the "sea battle" on the sheet

The board game "sea battle" is extremely simple, so all the rules of this game can be reflected in several points, namely:

  1. Before the start of the game, each of the players draws a 10x10 squares playing field on his piece of paper and places a fleet of ships on it, consisting of such units as:
  • 1 "four-deck" ship, which is reflected on the paper as a row of 4 cells;
  • 2 "three-deck" - rows of 3 cells;
  • 3 "double-deck" - rows of 2 cells;
  • 4 "single-deck" - boats, depicted in the form of 1 filled cell.
  • All ships are placed on the field taking into account the following rule: the decks of each ship can be located only vertically or horizontally. You cannot paint over the cells diagonally or with bends. In addition, no ship should touch another, even at an angle.
  • At the beginning of the game, the participants determine who will move first by drawing lots. Further, the moves are carried out in turn, but with the condition that the one who touched the enemy's ship continues his move. If the player did not hit any of the opponent's ships, he must pass the move to another.
  • The player who makes the move calls out a combination of letters and numbers indicating the proposed location of the enemy ship. His opponent evaluates by his playing field where the shot fell, and informs the second player whether he hit the ship or not. In this case, if any element of the fleet was sunk or touched, it is marked on the field with a cross, and if the blow fell on an empty cell, a dot is put down in it.
  • In the game "sea battle" the winner is the one who managed to sink all the ships of the opposing fleet faster. If the battle continues, the loser makes the first move.
  • We also suggest that you familiarize yourself with the rules of the game at least Interesting games that can be played with the whole family -

    How to play war games on a sheet of paper: tanks and sea battle. Rules, with a photo.

    Games on a sheet of paper for two: tanks and sea battle

    For both games from this article, and for the game "Tanks" and for the game "Sea Battle", you will need a sheet of paper and two pens. They are played by two participants. The players either agree in advance about who will go first, or they decide by drawing lots, for example, toss a coin or use children's counters.

    The board will be correct if it contains all the boats of the playable variant described in the test case with the indicated dimensions. Boats can be placed vertically or horizontally and must not be touched. Those who hit it alone score 15 points if they make it different from everyone else, 10 if they think of the same word as another player earn 5 points. He wins who knows more things with the chosen letter.

    Tired of playing Stop but don't want to hold your pencil? Try the vowels first and good luck. Here are some sentences of words, pick a category and good luck!

    • Banana Pineapple Watermelon Strawberry.
    • Volleyball athletics.
    Hide your weapons by distributing them on the checkered board. You can place them horizontally or vertically, try to hide them, because this game wins who discovers and sinks more boats.

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

    But be careful, you cannot let the two guns touch each other. Have you tagged all your submarines, seaplanes? Now it's time to play, attention to the rules. Each player will do the following in turn.

    • For each frame, select a coordinate, that is, a number and a letter.
    • Be sure to write down the coordinates of your control in your game!
    • For each shot, the enemy reports whether he hit or if the shot was in the water!
    • If this is achieved, it must also report it to the ship.
    • The boat goes down when all the houses that make up this boat hit.
    Win a battle that could flood all boats first!

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

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

    Good luck and use your head, this game needs more strategy than just luck! This game is perfect to play if you are only with a friend. The players, in turn, draw a line from one point to another, vertically or horizontally. The object of the game is to form squares. The game may seem easy at first when players are just hammering in lines, suddenly a square of squares starts and the game catches fire.

    The game ends when all the dots are connected. Then count the squares and that will be the winner with the highest number! It is a good idea for each player to use a different color and mark each square formed with the initial of their name. This way you have no confusion while scoring.

    Tanks (tanks) - a game on paper. rules

    To get acquainted with the game for novice players and younger children, it is advisable to take a double notebook sheet in a box (it is torn out from the middle of the notebook). In the next games, it is better to use a sheet of clean office paper folded in half - this will make it more difficult for opponents to hit the target. And yet 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 rivals' pens are different, but it is possible for them to be the same.

    Grimmy paints "for life" and Batala de La Plata puts risk at risk at 83

    Tricolor stays 3 to 3 with Estudiantes with 7 men, between rocks, legs and scythe

    First, it was necessary to make sure that the most exalted Argentines really disappeared. And secondly, the timing of the layoff served for the group to lick their wounds. Mazaropi counted the bruises on the back of stones received in a small area. Keio thought of the X-ray that his ankle was sent upon arriving in Porto Alegre after the aggression in between. And Valdir Espinosa, although not hurt - apart from spitting, tried to jot down a few speeches to explain how a team with four more men allowed the tie after a 3 to 1 win, even if the opponent was the three-time Estudiantes Libertadores.

    Preparing to play

    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 units each). Tanks should be small, about 1x2 cells. It is better to draw them farther from the border and from each other - so it will be more difficult for the opponent to hit them.

    Having made his four games, only now he passes with the help of the Colombians in the final clash with Estudiantes, on the 15th, in Cali. Although his red eyes and longing for this result, Espinosa has finally opened a dressing room awaiting journalists. The open hideout turned the hope that a supporter would seek help. A three-color shirt, sunburned with blood, a broken tooth in one hand and ankles in the other, as harmless as politeness on that cold night in their native lands. Because in the midst of the field, burnt by constant frosts and outdated wooden stands, only military cries in good Spanish were heard.

    Agree on the rules before the shelling begins.

    The rules of the game "Tanks"

    A variation of this game with various military equipment: in addition to tanks, participants draw ships, airplanes, you can even draw parachutists. The participants agree on what military equipment to draw and in what quantity before the start of the game.

    Own threats to buses and hotels. With the date change against America de Cali - a 2 to 1 tricolor win, Espinosa's team only had a day off before finding Estudiantes in Argentina in their last match in the semifinal triangle - a new success will guarantee this in a big decision ...

    The advisor Tulio Macedo traveled earlier to La Plata, but was unable to convince the enemy to leave the confrontation on Saturday. Grimio was very knowledgeable that Estudiantes played in his fields. The players tried to minimize off-field factors. Forward, she focused further out of focus. The most targeted were Mazaropi and Hugo de Leon.


    Sea battle is a game on paper. rules

    Now "Sea Battle" 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 coordinates for shelling the enemy's fleet and think over the location of the ships of your fleet so as to destroy the fleet of another participant before he destroys yours.

    The second, even more, being Uruguayan in platinum rivalry with sparks. The delegation just headed to La Plata, about 60 km from the capital on the day of the game, and with rented buses. America used the transport offered by the owners and walked blindly on the Argentine roads for three hours before heading to the desired destination. Grimio made it in time, but it was enough to be noticed by rival fans to start the reception. One gets the joke with a lot of stones in the direction of the vehicle.

    But President Fabio Coff remained calm. After 40 minutes, he saw a small audience. Intimidation strategies started early. The rocket missed De Leon's head as 11 Espinosa walked onto the lawn and posed for an official photo. Apart from the endless rolls of hygienic papers unfolded towards the field - where are they from?



    Preparing to play

    Before the start of the game, participants draw fields with coordinates on sheets of paper and place 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 will be no misunderstandings, resentments and quarrels. Because there are several options for the game.

    Posted in front of De Leon and Leandro, China widened his eyes under the closed fringe to see Trobbii wearing a yellow card before the ball even steers. According to energetic Uruguayan referee Luis de La Rosa, the Estudiantes player entered the center of the circle at the wrong time. The judge's bold gesture only upset the mood.

    And Estudiantes showed that he also knows how to play. Varvara Trobbiani was a great weapon, always on the left. Six minutes into the first freezson when Trama breaks through the area and asks for a fine. Grimmio answers at the same moment. Aspiring, Renato waits for Trobbiani, starts with no brakes and proposes to Tarchiso, who invades the area but loses his angle of impact and crosses heavily. At 9, the first frightening moment: Ponce rises from the entrance to the area, and the shoulders of Mazaropi. Shortly thereafter, the goalkeeper complained about the first objects thrown on his back.

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

    The yellow game delayed the game. The referee should be more strict with the Brazilian players, the narrator of Argentina's Channel 13 asked. At the age of 14, directing the back corner, Mazaropi observes the spitting of two royons outside the gate. Beyond external threats, the Guild is doing well. Keio gives the leaf with a headbutt, passes it to Tita, who leaves Tarchiso in the face of the target. The shot comes out of chewing and Bertero holds on. Trobbiani hit hard. But the target was China, which missed the middleman. A hand appears from the players' cakes, with a red card on it.

    Still limping, China is also warned, only yellow. The Argentines did not take this for granted. They followed La Rosa wherever he went. A minute after the small wave formed, the Uruguayans were finally able to disperse it. But Estudiantes quickly fouls, still with Trobbiani on the pitch. De Leon opened his hands, asked the referee for action. While the staunch referee tried to get the player off the field, here is Gugnali, pretending to attack Casemiro.


    Playing fields of the game "Sea Battle"

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

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

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

    This sophisticated version of Naval Combat requires a more thoughtful approach from the players. The fields for your own and foreign fleets remain the same, but the ships used and the principle of the game change somewhat. Each player now has one battleship (five squares), one cruiser (three squares), and two destroyers (two squares). Ships are distributed across the field according to the above rules. But, unlike "Sea Battle", in which you can make three shots per turn, in the "Volley" game there are as many as seven of them: three for a battleship, two for a cruiser, and one for destroyers. The enemy notes where the shots hit on the field of his fleet, but does not specify which of the shots was effective. Instead, he can say, "one hit to a cruiser and one to a destroyer." If the ship has been hit more than once, this must also be reported.

    After that, a volley is fired by the ships of the second player, and at this time the first player must think carefully into which cells he should shoot in the first move in order to find out which of his first hits were accurate.

    A ship is considered sunk when all of its cells are damaged, and players must report this immediately. This is very important, because the number of shots for the next player will be reduced by the number that the lost ship provided. Therefore, if you lose a battleship, your firepower will decrease by three units and the next time you will have only four shots. As in "Naval Battle", the winner is the one who sinks all enemy ships first.

    Games on paper are of varying complexity, there are even those whose strategic plan is equated to chess game... You can play in large quantities, or you can solve puzzles yourself. A number of such fun have no restrictions on the number of players, for example, intellectual quizzes, funny sheets, folding.

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

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

    Simple and addicting game, which they know from childhood - sea battle. The rules of the game are not very complicated, anyone can remember them. Adults and children like the sea battle, you can play it anywhere.

    Sea Battle game rules

    The essence of the entertainment lies in the fact that two players take turns calling certain coordinates on the opponent's map, which is unknown to them. The named point must hit the ship or part of it. The task of each player is to sink all enemy ships first. There are several options for such a game today:

    1. On the paper. This method is considered a classic entertainment option. It lets you play anywhere. A checkered notebook or one leaf (not even lined) is suitable for battle.
    2. Desktop. The first version of such entertainment appeared more than 80 years ago. The board game sea battle was notable for its volume and color. Over time, many variations appeared with a different number of ships, different sizes of fields.
    3. On the computer. Modern gadgets can be easily turned into a battlefield of ships by downloading and installing the required application. There are options for online play. Features: the selected points are fixed automatically, there is a voice acting that adds reality to what is happening.

    Field

    To understand how to play naval combat, you need to understand the basic concepts. You need to start by drawing your playing field. It is a coordinate plane, a 10 by 10 square. Each side of it has its own definitions: the horizontal one is numbered from top to bottom, the vertical one - with letters. The letters of the Russian alphabet are used from "A" to "K" or from "A to" I "if" E "and" Y "are skipped. Often, instead of letter designations, the words "Snow Maiden" or "Republic" are used. They consist of ten letters, which corresponds to 10 squares on the playing field.

    Next to "your" field you need to draw a "foreign" one, which has the same dimensions and coordinates. This is the site for the enemy flotilla. The field is empty, it is used to mark your opponent's moves and "hits". Given that there are several options for the coordinate system, it is recommended to agree in advance which one will be used. Next, you need to arrange the ships.

    Number and placement of ships

    There is a certain layout of the ships on the playing field. A ship consists of several decks or pipes (hence the name, for example, "double-deck" or "double-pipe"). On the playing field are located:

    • 1 four-deck, ship, battleship, - a row of four cells,
    • 2 three-deck, cruisers, - rows of 3 cells;
    • 3 double-deck, destroyers, - rows of 2 cells;
    • 4 single-deck ships, torpedo boats, - 1 cage.

    V classic game it is necessary to draw ships on the playing field according to the rules. For example, all ships by sides or corners cannot touch each other. There are variants of the game when the ships are placed with the letter "G", squares or zigzags, touching with corners is not prohibited. There are also battles with a different number of ships or their structure, for example, a five-deck (aircraft carrier), several four-deck ones. When using a larger number of ships, a different form of the field is used, measuring 15 by 15. It is necessary to decide on the choice of the game in advance.

    Game progress

    It is necessary to play naval combat on paper in accordance with certain rules. The instruction defines the conditions and order of moves:

    1. Initially, it is chosen who will walk with the first. To do this, the players throw lots.
    2. When making a "shot", the player names the coordinates, for example, B3.
    3. If there is nothing in the cage, the opponent says "by". The ship is located according to the named coordinates, then "wounded" - if it was hit, "killed" - when completely destroyed.
    4. The cross marks the hit on the enemy ship. With such a successful shot, according to the rules, the player moves a second time. The right to move is passed to the second player if the blow fell on an empty field.
    5. The winner is the one who is the first to sink all the ships of his opponent.
    6. At the end of the game, opponents can demand from each other playing fields for check. The loser will be the one whose fields are filled in incorrectly. Victory goes to those who fought honestly.

    There are certain limitations in the game. The game can be ended earlier if there is a violation of the rules. Gross violations are:

    1. Incorrectly Drawn Margin — the number of vessels is too large, the sides or the coordinate system are incorrect.
    2. One of the players spied on the location of the ships from the other.
    3. Skipping a turn due to inattention.

    Winning strategy

    An easy battle isn't all about luck. To achieve victory, there is a strategy and tactics for playing sea battle. It is as follows:

    1. The sheet with the drawn field must be held so that the enemy cannot look.
    2. For convenience and reporting, it is recommended to mark enemy shots with dots.
    3. The most vulnerable ships are the battleship and the torpedo boat. The first one is very large and therefore easy to spot. Torpedo boats are small and hard to find on the field, but they sink with one blow.
    4. Beginners often aim at the corners of the game square, so it is not recommended to draw them there.
    5. Experienced players are advised to immediately come up with the layout of the ships on the field. Good results can be achieved by arranging the flotilla units according to the scheme. For example, by collecting cruisers and battleships in one place, and placing boats and destroyers in a chaotic manner.
    6. Flotilla shooting techniques can be different. To quickly destroy the battleship, it is recommended to start searching for it diagonally. You need to shoot at the squares at 4, after 3 cells. Then you need to move in descending order: look for three-deck, double-deck and single-boats.

    Video

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    Type of: the game.
    Applicability: multiple.
    What is needed: two pens and two sheets of paper in the box.
    How many people is it calculated for: 2 people.
    Dynamism: medium.
    Location: wherever.

    Description: Each of the players draws two 8 × 8 squares on his sheet (sheets cannot be shown to each other), numbered columns from a to k, and rows from 1 to 10:

    The first field is his own field, and the second is the opponent's field, where the player will hit with his blows. On the first field, the player places ships: 1 four-celled, 2 three-celled, 3 two-celled, 4 unicellular. For example, like this:


    In this case, the ships cannot touch or touch each other. But they can rotate 90 degrees. The placement of ships is at the discretion of the player.

    Purpose of the game- be the first to destroy all enemy ships.

    After the placement of the ships, they determine who will start by lot. The player who was chosen puts a point on his sheet, on the opponent's field in some cell and names its coordinates, for example, d7. The second player puts a point on his field, where his ships are located, with these coordinates. If this square belongs to the ship, then the player says "hit" if the ship has more unbroken squares, and "killed" if it was the last whole square of the ship. If this cell is empty and does not contain a ship, then the player says "by". If there was a ship, then the point turns into a cross for both players. If a player hits the ship, then he has the right to an additional shot, if he hit it and with him, then the right to an additional shot appears again, and so on. After the move, the other player shoots at the opponent's field. And so on until victory. Two moves are shown below: the first and the second player.



    Solitaire