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Sea battle (game)

“Sea battle” is a game for two participants in which players take turns calling the coordinates on an opponent’s map unknown to them. 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.

Sea battle
BattleShip Russian.svg
Field for the game "Sea battle". Classical Russian markup.
Players2
Agefrom 7 years
Batch duration10-15 minutes
Complexity of ruleslow
The influence of chancethere is

Content

Classic Sea 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. In this case, the letters of the Russian alphabet are used from “a” to “k” (the letters “ё” and “y” 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 of the ships: "...- pipe" (eg 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.

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

  1. The player has his field drawn incorrectly:
    • The number of ships does not comply with the rules;
    • Ships touch each other;
    • Incorrect field size;
    • Invalid coordinate system .
  2. The player made changes on his playing field that are not provided for by the rules of the game (during the game, you can put only dots and crosses and only according to the rules), for example, draw up the missing ship [1] ;
  3. The player spied the location of enemy ships [1] ;
  4. The player missed his turn.

Winning Strategy

Around each ship, you can draw an area (one cell wide), in which there can be no other ships - this area will be called the halo of 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 ​​the 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 ​​Peter’s field than Peter’s area of ​​Victor’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 before 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 by I. I. Perelman “Entertaining Tasks and Experiments” .

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 (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 unexploited 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 the cages 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 had any mines left, 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 cell. Mines and minesweepers are single-celled figures. Mines and minesweepers are not considered significant figures - therefore, if a player has only mines and mine minesweepers, 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

 
KBattleship

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.

  • KBattleship (Naval Battle) - from the KDE Games collection.
  • Naval battle , designed by order of the Ministry of Defense of the Russian Federation. It is presumably the most expensive computer implementation of naval combat; more than 36 million rubles were spent on just 4 games [2] , how the budget was distributed between games was not specified.
  • Battleship is a type of naval battle for Linux .

The Sea Battle Game in Art

  • The poem “Sea Battle” on the theme of the game was the first published poem by Boris Zakhoder (in 1947).
  • The game process is the basis for the action of the eponymous plot of the children's film magazine " Jumble " (1985, issue number 52).
  • From September 12, 1999 to July 14, 2001, on the NTV channel and from 2003 to 2005, the children's television game " Polundra " was broadcast on STS , which was a naval battle.
  • In 2012, the film " Sea Battle ", shot based on the board game, was released on the movie screens.
  • Starting March 24, 2019, the Zvezda TV channel launches the Sea Battle television game.

See also

  • Fox hunting

Notes

  1. ↑ 1 2 This violation cannot be strictly proved without a judge . Although there is an option when a player draws ships with a pen of one color, and notes misses and hits with a pen of a different color. Thus, rendering and correction becomes impossible.
  2. ↑ The Ministry of Defense instead of the Russian Warcraft created "Minesweeper" and "Naval battle" - News
Source - https://ru.wikipedia.org/w/index.php?title= Sea Boy_ ( game )&oldid = 101543949


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Clever Geek | 2019