Sea battle (game). Game "sea battle"

The last allotted for writing an article ended. All necessary and unnecessary things were redone, the news was watched and a dumb online toy was played. The thought of which board game to choose for the next review never occurred to me. All that was left was to start playing tic-tac-toe or a sea battle on the phone ... Stop! But “Sea battle” is quite a board game. Why not take an interest in her story?
  And then it turns out that the story of the appearance of this game is lost in the foggy beginning of the turbulent twentieth century. Apparently, then notebooks with sheets “in the box” became quite accessible - namely, they are an indispensable attribute and implementation of the “theater of naval battles”. It was then, before the outbreak of the war, which they would call first the Great, World, and then simply the First World War, that giant steel armadillos and battleships enchanting with their size, speed and power appeared on the sea. All this - the availability of checkered paper, the romance of sea battles and magazines that circulate the rules of the game, and led to the fashion for "Sea Battle".

Some write that Russian officers escaped garrison boredom during this game (the “Milwaukee Journal” writes about this in 1931. But where is Milwaukee and where is Mother Russia? And why should we believe this?), And some refer to French soldiers in the trenches of the World, which for a simple occupation were distracted from artillery raids and thoughts of an imminent attack. Perhaps all these romantic inventions were required by the Milton Bradley Company in order to hide the fact that a certain Clifford Von Wickler invented the game in its modern form at the beginning of the century. However, he did not bother to patent the game.
  In this story, everything is doubtful, starting with the very fact of the existence of Mr. Wickler. But one way or another, in the 1930s, the United States began to produce fragmented notebooks for the game (by Starex, and later the Strathmore Company’s Combat). Strategy Games Co released a version with similar rules, but with a different “libretto” - there it was necessary to imagine not battleships and destroyers, but planes flying over Los Angeles. Then the first sets for the game appeared.

We could assume anything in our school years, carefully placing crosses on a notebook sheet and whispering “B6 - wounded!”,
but the fact that in 2012 a movie based on the game “Sea Battle” will be released on the screens of the whole world, and even with a real American battleship in the title role ... No, we never dreamed of that.
In the frame of the film you see the battleship Missouri (USS Missouri BB-63).
On September 2, 1945, the Japan Surrender Act was signed on board the battleship, which ended the Second World War. Now the Missouri is permanently parked in Pearl Harbor as a museum ship.

It was only in 1967 that the Milton Bradley Company developed a version of the game that used plastic boards, tiny warships, and chips to indicate hits and misses. The game made a solid impression of the "control center" of the fleet. She made the players feel like real admirals: it was a much stronger feeling than tweeting a pen on a notebook sheet. Ten years later, an electronic version of the Sea Battle appeared on the market. When "hit" the sound of an explosion was heard and the light flashed.
  And in the era of affordable computers, the game received many implementations for a wide variety of platforms. Hasbro, the successor to the rights of the very Milton Bradley, still produces many of them.
  Alexander Ivanov

In Game "sea battle"  two people play, who take turns calling the coordinates of the ships on the enemy’s map. If the coordinates are busy, then the ship or part of it is “drowning”, and the person who has it has the right to make another move.

The game takes place on a field of 10x10 cells of each player, which hosts a fleet of ships. Horizontal lines are usually numbered from top to bottom, and vertical lines are marked with letters from left to right. The letters of the Russian alphabet are used from “a” to “k” (the letters “ё” and “» ”are usually skipped) either from“ a ”to“ and ”(using the letter“ ё ”), or the letters of the Latin alphabet from“ a "to" j ". Sometimes the word "republic" or "snow maiden" is used, since in these 10-letter words not a single letter is repeated. Since there are various options for setting the coordinate system, it is better to agree on this in advance.

The fleet consists of

* 1 ship - a row of 4 four-deck cells

* 2 ships - a row of 3 "three-deck" cells

* 3 ships - a row of 2 double-deck cells

* 4 ships - a row of 1 single deck deck.

When placed, ships cannot touch each other with corners.

Decks of ships must be built "in line", and not by bends. The main thing: you can not build the deck of one ship diagonally.

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

The player performing the move makes a shot - he calls aloud the coordinates of the cell in which, in his opinion, the enemy’s ship is located, for example, “K1!”.
   If the shot came in a cage not occupied by any enemy ships, then the answer is “Past!” And the firing player puts a dot on a strange square in this place. The right move goes to the opponent.
   If the shot came in the cage where the multi-deck ship is located (larger than 1 cage), then the answer is "Wounded!" The shooting player puts a cross in this square on a foreign field, and his opponent puts a cross on his field also in this square. The shooting player is entitled to another shot.
   If the shot came in the cage where the single-deck ship or the last unaffected cell of the multi-deck ship is located, then the answer is “sunk!” Or “killed!”. Both players mark a sunken ship on a sheet. The shooter gains the right to another shot.

The winner is the one who sinks all 10 ships of the enemy first. The loser has the right to ask the opponent to study the playing field after the end of the game.

  Violations

The player has his own field drawn incorrectly: the number of ships does not comply with the rules; ships touch each other; Incorrect field size and wrong coordinate system.

The player made changes on his playing field that were not provided for by the rules of the game (during the game, you can only put dots and crosses and only according to the rules), for example, draw a missing ship, the player looked at the location of the enemy’s ships or missed his turn.

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    Subtitles

Classic naval battle

Rules for placing ships (fleet)

The playing field is usually a 10 × 10 square of each player that hosts the fleet of ships. Horizontal lines are usually numbered from top to bottom, and vertical lines are marked with letters from left to right. The letters of the Russian alphabet are used from “a” to “k” (the letters “ё” and “» ”are usually skipped) either from“ a ”to“ and ”(using the letter“ ё ”), or the letters of the Latin alphabet from“ a "to" j ". Sometimes the word "republic" or "snow maiden" is used, since in these 10-letter words not a single letter is repeated. Since there are various options for setting the coordinate system, it is better to agree on this in advance.

Placed:

  • 1 ship - a row of 4 cells (“four-deck”)
  • 2 ships - a row of 3 cells ("three-deck")
  • 3 ships - a row of 2 cells ("two-deck")
  • 4 ships - 1 cell (“single deck”)

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

When placed, ships cannot touch each other with sides and angles. However, there are options when touching corners is not prohibited. There are also variants of the game when the ships can be placed with the letter “G” (“three- and four-deck”), square or zigzag (“four-deck”). In addition, there are options with a different set of ships (e.g. one five-deck, two four-deck, etc.) and / or another form of field.

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

When an enemy hits a ship, a cross is put on a foreign field, and a dot when a shot is idle. The hit shoots again.

The sinking of enemy ships

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

The player performing the move makes a shot - he names the coordinates of the cell in which, in his opinion, the enemy’s ship is located, for example, “B1”.

  1. If the shot came in a cage not occupied by any enemy ships, then the answer is “Past!” And the firing player puts a dot on a strange square in this place. The right move goes to the opponent.
  2. If the shot came in the cage where the multi-deck ship is located (larger than 1 cage), then the answer is “Ranil!” Or “Hit!”, Except for one case (see point 3). The shooting player puts a cross in this square on a foreign field, and his opponent puts a cross on his field also in this square. The shooter gains the right to another shot.
  3. If the shot came in the cage where the single-tube ship or the last unaffected cage of the multi-deck ship is located, then the answer is “Killed!” Or “Drowned!”. Both players mark a sunken ship on a sheet. The shooter gains the right to another shot.

The winner is the one who sinks all 10 ships of the enemy first. The loser has the right to ask the opponent to study the playing field after the end of the game. If the loser finds any violation of the rules (see below), then the victory is awarded to him. The initial winner, in turn, may ask the opponent for a playing field to look for violations. If he finds them, then the players check the alien fields from each other. If no inconsistencies are noticed, then the game does not count (both lost). Anyone whose foreign field will be wrong (and provably wrong) will be the loser, and his opponent the winner. The game can also end earlier than when all ships are sunk if a violation of the rules is noticed during the game. The loser in this case will be the one who finds a violation of the rules, although he, too, can ask the playing field from an opponent to look for violations.

Violations

Winning strategy

Around each ship, you can draw an area (one cell thick) in which there can be no other ships - this area will be called halo  this ship. One of the winning strategies is described by J. I. Perelman. A player using this winning strategy is called Victor; another player (not using Ya. I. Perelman’s winning strategy) will be called Peter.

Perelman’s winning strategy is that Victor compactly locates his multicellular ships in one of the corners of the field, “squeezing” this corner as soon as possible. Unicellular ships Victor evenly distributes the remaining unoccupied multicellular ships parts of the field. Most likely, Peter will relatively quickly find that many of Victor’s ships are compactly concentrated in this corner, and will quickly destroy all of Viktor’s ships, except for single-celled ones. After that, in order to find Victor’s unicellular ships, Peter would need to investigate a very large area with his shots, since the halos of Victor’s multicellular ships overlap, plus the lion's share of the area of \u200b\u200bthe halos of the ships pressed to the edge of the field is outside the field. Meanwhile, due to the fact that Peter has less halo area than Victor, Victor needs to investigate a smaller area of \u200b\u200bPeter’s field than Peter’s area of \u200b\u200bVictor’s field.

As players hit each other’s ships, part of the Peter’s field not explored by Victor decreases faster than the part of Viktor’s field not explored by Peter decreases. Thanks to this, Victor quickly explores the Peter’s field with his sweeping moves than Peter’s Victor’s field, and, therefore, Victor will quickly hit all the enemy’s ships than Peter. At the same time, Victor will suffer heavy losses (he will lose all multicellular ships), however, the rules of the game do not require striving for minimal losses, so Victor, having retained only single-celled ships, will benefit compared to Peter, who will lose all his ships earlier than Victor.

Game options

There are game options that differ in the rules (common outside of Russia). Basically, this concerns the number and size of ships, for example, the Milton Bradley version of the company is five-cell, four-cell, two three-cell and two-cell. There are options where a player can shoot more than once in a row. Also a very different version is described in the book of J. 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 more than one) to the game. Mina is indicated by a circle inscribed in one cell. A cage with a mine should not touch the ships, and if the mine is more than one, then other cells with mines.

If a player, as a result of his turn, lands on a mine (on an enemy mine), then he must inform the landmine owner (enemy) of the coordinates of one of his unaffected cells occupied by any of his ships (a ship can have any number of cells, but only one cell is issued). After that, the owner of the mine has the opportunity to shoot accurately (the given cell does not die when it hits the mine - in order to die, it needs to be shot at; in other words, the mine only tells the coordinates of the ship). The owner of the mine is not required to hit the given cell immediately - he has the right to shoot at it at any time. Since the shot at the given cage is well-aimed, after this shot the landmine owner gets the right to retake. The used mine is “extinguished” by setting a point in the center of the circle (in the center of its cell).

The size of the field can be increased - for example, the size of 16 × 16 or 18 × 18 allows you to conveniently use the entire size of a single copybook sheet. In this case, the number of figures can be increased - for example, as proposed by J. 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 (say, one for each player) to the game. A minesweeper is indicated by an isosceles triangle inscribed in one cage, so that the base of the isosceles triangle coincides with the underside of the cage, and the vertex opposite the base lies on the upper side of the cage, dividing the upper side in half.

If a player makes a move and lands on a minesweeper, he must give the enemy (the owner of the mine minesweeper) the coordinates of one of his unexploded mines - so that the owner of the mine minesweeper knows that you should not walk along these coordinates of the issued mine cage. A cage with a minesweeper should not touch cells with ships and mines, and also, if there are more than one mine minesweepers, and cages with other mine minesweepers. If, by the time the mine minesweeper was triggered, no one was left with a minesweeper, then the opponent of the minesweeper informs the marching that he was a minesweeper, but the minesweeper does not give him anything.

Since getting into 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 mine that worked or the mine minesweeper. Once in a mine, it is impossible to give out 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 the ships are lost, and the other player does not have all the ships lost, then the game is considered over, and the first player is the loser.

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

Flying Dutchman [ ]

Unlike many other variants of sea battle, here each player has only one ship, with the number of decks from 5 to 8 (their exact number is agreed upon before the game). The game goes on the 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, the first one has the right to move his Flying Dutchman to any other place in the field, however, he loses the damaged deck. All other rules are the same as in the classic version of naval combat.

Computer implementations

There are many computer programs that simulate a game. Computer implementations may differ in the presence of sounds, automatic designation of fields where there can be no ship, etc.

"Sea battle"  - a game for two participants, in which players take turns calling the coordinates on an unknown map rival. If the opponent has a ship at these coordinates (coordinates are busy), then the ship or part of it is “drowning”, and the hit gets the right to make another move. The player’s goal is to sink all the enemy’s ships first.

Classic naval battle

Rules for placing ships (fleet)

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

Placed:

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

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

When placed, ships cannot touch each other with sides and angles. However, there are options when touching corners is not prohibited. There are also variants of the game when the ships can be placed with the letter “G” (“three- and four-deck”), square or zigzag (“four-deck”). In addition, there are options with a different set of ships (for example, one five-deck, two four-deck, etc.) and / or another form of field (15 × 15 for five-deck (aircraft carrier)).

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

When an enemy hits a ship, a cross is put on a foreign field, and a dot when a shot is idle. The hit shoots again.

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

The sinking of enemy ships

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

The player performing the move makes a shot - he names the coordinates of the cell in which, in his opinion, the enemy’s ship is located, for example, “B1”.

  1. If the shot came in a cage not occupied by any enemy ships, then the answer is “Past!” And the firing player puts a dot on a strange square in this place. The right move goes to the opponent.
  2. If the shot came in the cage where the multi-deck ship is located (larger than 1 cage), then the answer is “Ranil (a)!” Or “Hit (a)!”, Except for one case (see point 3). The shooting player puts a cross in this square on a foreign field, and his opponent puts a cross on his field also in this square. The shooter gains the right to another shot.
  3. If the shot came in the cage where the single-tube ship is located, or the last unaffected cage of the multi-deck ship, then the answer is “Killed (a)!” Or “Drowned (a)!”. Both players mark a sunken ship on a sheet. The shooter gains the right to another shot.

The winner is the one who sinks all 10 ships of the enemy first. The loser has the right to ask the opponent to study the playing field after the end of the game. If the loser finds any violation of the rules (see below), then the victory is awarded to him. The initial winner, in turn, may ask the opponent for a playing field to look for violations. If he finds them, then the players check the alien fields from each other. If no inconsistencies are noticed, then the game does not count (both lost). Anyone whose foreign field will be wrong (and provably wrong) will be the loser, and his opponent the winner. The game can also end before all ships are sunk if a violation of the rules is noticed during the game. The loser in this case will be the one who finds a violation of the rules, although he, too, can ask the playing field from an opponent to look for violations.

Violations

Winning strategy

Around each ship, you can draw an area (one cell thick) in which there can be no other ships - this area will be called halo  this ship. One of the winning strategies is described by J. I. Perelman. A player using this winning strategy is called Victor; another player (not using Ya. I. Perelman’s winning strategy) will be called Peter.

Perelman’s winning strategy is that Victor compactly locates his multicellular ships in one of the corners of the field, “squeezing” this corner as soon as possible. Unicellular ships Victor evenly distributes the remaining unoccupied multicellular ships parts of the field. Most likely, Peter will relatively quickly find that many of Victor’s ships are compactly concentrated in this corner, and will quickly destroy all of Viktor’s ships, except for single-celled ones. After that, in order to find Victor’s unicellular ships, Peter would need to investigate a very large area with his shots, since the halos of Victor’s multicellular ships overlap, plus the lion's share of the area of \u200b\u200bthe halos of the ships pressed to the edge of the field is outside the field. Meanwhile, due to the fact that Peter has less halo area than Victor, Victor needs to investigate a smaller area of \u200b\u200bPeter’s field than Peter’s area of \u200b\u200bVictor’s field.

As players hit each other’s ships, part of the Peter’s field not explored by Victor decreases faster than part of the Victor’s field not explored by Peter decreases. Thanks to this, Victor quickly explores the Peter’s field with his shot-moves than Peter’s Victor’s field, and, therefore, Victor will quickly hit all the enemy’s ships than Peter. At the same time, Victor will suffer heavy losses (he will lose all multicellular ships), however, the rules of the game do not require striving for minimal losses, so Victor, having retained only single-celled ships, will benefit compared to Peter, who will lose all his ships earlier than Victor.

Game options

Pre-revolutionary chips for the game "Sea battle"

Board version of the game

Foldable version of the game

Portable version of the game

There are game options that differ in the rules (common outside of Russia). Basically, this concerns the number and size of ships, for example, the Milton Bradley version of the company is five-cell, four-cell, two three-cell and two-cell. There are options where a player can shoot more than once in a row. Also a very different version is described in the book of J. 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 more than one) to the game. Mina is indicated by a circle inscribed in one cell. A cage with a mine should not touch the ships, and if the mine is more than one, then other cells with mines.

If a player, as a result of his turn, lands on a mine (on an enemy mine), then he must inform the landmine owner (enemy) of the coordinates of one of his unaffected cells occupied by any of his ships (a ship can have any number of cells, but only one cell is issued). After that, the owner of the mine has the opportunity to shoot accurately (the given cell does not die when it hits the mine - in order to die, it needs to be shot at; in other words, the mine only tells the coordinates of the ship). The owner of the mine is not required to hit the given cell immediately - he has the right to shoot at it at any time. Since the shot at the given cage is well-aimed, after this shot the landmine owner gets the right to retake. The used mine is “extinguished” by setting a point in the center of the circle (in the center of its cell).

The size of the field can be increased - for example, the size of 16 × 16 or 18 × 18 allows you to conveniently use the entire size of a single copybook sheet. In this case, the number of figures can be increased - for example, as proposed by J. 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 (say, one for each player) to the game. A minesweeper is indicated by an isosceles triangle inscribed in one cage, so that the base of the isosceles triangle coincides with the underside of the cage, and the vertex opposite the base lies on the upper side of the cage, dividing the upper side in half.

If a player makes a move and lands on a minesweeper, he must give the enemy (the owner of the mine minesweeper) the coordinates of one of his unexploded mines - so that the owner of the mine minesweeper knows that you should not walk along these coordinates of the issued mine cage. A cage with a minesweeper should not touch cells with ships and mines, and also, if there are more than one mine minesweepers, and cages with other mine minesweepers. If, by the time the mine minesweeper was triggered, no one was left with a minesweeper, then the opponent of the minesweeper informs the marching that he was a minesweeper, but the minesweeper does not give him anything.

Since getting into 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 mine that worked or the mine minesweeper. Once in a mine, it is impossible to give out 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 the ships are lost, and the other player does not have all the ships lost, then the game is considered over, and the first player is the loser.

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

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

Flying Dutchman [ ]

Unlike many other variants of sea battle, here each player has only one ship, with the number of decks from 5 to 8 (their exact number is agreed upon before the game). The game goes on the 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, the first one has the right to move his Flying Dutchman to any other place in the field, however, he loses the damaged deck. All other rules are the same as in the classic version of naval combat.

Computer implementations