Sea battle game on a piece of paper. How to play "sea battle": the rules of the game

Look at this interesting new topic. And he voiced it for us again anonymously, but I hope they just forgot to log in. But let's hear it anyway:

Games on paper (using a leaf and a pencil). For one, for two, for the company. It is interesting to read and learn (learn the secrets, if there are such games) to play them.

I am sure that even now it is a computerized and gadget time, but there are always situations when you will have nothing but friends and a piece of paper. So remember or write it down! There will be, like all known games, and I hope that for someone new. At one time, when, as you understand, there were no computers and mobile phones, I played almost everything!

1. Bulls and cows

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

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

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

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

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

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

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

3. Tic-tac-toe on an endless field

To get rid of the predetermination of the result in Tic-Tac-Toe allows the expansion of the playing field.

On an endless field (a sheet of paper is quite suitable), the players take turns putting their sign (cross or zero). The game ends when one of the players wins or if the field ends.

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

If you play computer games, you can easily guess which creators have given this extended version of tic-tac-toe a lot of time.

4. Labyrinth

The field can be square or in the form of a pyramid. If desired, you can come up with more bizarre forms.

On the playing field, participants take turns putting lines one cell long - vertically or horizontally.

One of the participants who closed the square (placed the fourth component of it), puts his sign (cross or zero) in this square and walks again.

The task of the players is to put as many of their signs as possible, the one who, after completely filling the field, has more of these signs, wins.

The more complex and larger the field, the more interesting and unpredictable the game is.

5. Sea battle

The goal of this game is to destroy enemy objects (ships). Two people are playing. The events of the game take place on 2 square fields 10x10 in size. One of the fields is yours, the other is your opponent. On it you place your own objects (ships) and the enemy strikes at them. On the other field, the enemy places his objects (ships).
Your armed forces, as well as enemy forces, contain the following objects (ships):

1 deck (size 1 cell) - 4 pieces
2-deck (size 2 cells) - 3 pieces
3-deck (size 3 cells) - 2 pieces
4-deck (4 cells in size) - 1 piece.

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

When all the preparations are completed and the objects (ships) are placed, it's time to start the battle.

The player whose objects (ships) are located on the left field has the first move. You choose a cell on the opponent's field and "shoot" at this square. If you sank an enemy ship, then the opponent should say “killed”, if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent should say “wounded”. If you hit the opponent's ship, you continue to "shoot".
The game ends when one of its participants loses all ships.

6. Dots

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

First, create a field on a blank sheet of paper, draw horizontal and vertical lines from small dots at the same distance from each other. A very fast game would consist of ten along and ten dots across. You can make the field as large or small as you like, depending on the level of play and the number of players.

Once the field is created, each player takes turns making a move, drawing one line at a time connecting two dots. Dots can be connected horizontally or vertically, but sometimes they can be connected diagonally. Once a player completes a square, they put their initials inside the square and get their next turn, and so on, as long as they manage to create a square with one extra line.

Two strategies are possible in this game: first, you can prevent opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares with one additional line.

7. Football

To play football, you need a checkered piece of paper that will serve as a field. Two people are playing. The gate is six cells in size. The game starts at the center point of the field (leaf). The first move is played by lot.

The move is a broken line consisting of three segments, each of which is a diagonal or side of the cell.

Lines cannot be crossed or touched. If the player cannot make the next move, then the opponent breaks through the penalty: a straight line of six cells (vertically, horizontally or diagonally).

If, after a free kick, the ball stops on an already drawn line, or the player cannot make a move, then another free kick is taken.

They play until the first goal.

8. Chain

The task is to come up with a chain of metagrams for a given pair of words that turns one of these words into another. Each subsequent word is obtained from the previous one by replacing exactly one letter. The winner is the one whose chain is shorter. This game was invented by Lewis Carroll, the author of Alice in Wonderland. So, the GOAT turns into the WOLF, the FOX, the LEOPARD and other animals.

In 17 moves, NIGHT changes to DAY.

In 11 moves, a RIVER turns into a SEA.

For 13 from the DOUGH you can make a BUN.

Traveling through time will take 19 moves: MIG will turn into an HOUR, then into a YEAR, then a CENTURY will arise, and finally an ERA will turn out.

The first player writes a letter, the next player adds a letter in front or behind the written letter, and so on. The one who, as a result of the substitution of whom, a whole word is obtained, loses. Letters need to be substituted not just like adding another letter, you must have in mind some specific word in which the combination of letters written by you occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that was formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he had in mind, if he cannot name the word, then he loses himself, if he named it, the one who surrendered loses. The one who loses the first time receives the letter B, the second time - A, etc., until the word Balda is obtained. The one who becomes Balda first loses completely.

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

10 . Football 8x12

A field of 12x8 cells is drawn. The dots in the middle of the short sides are the gates. The first move is exactly from the center of the field. They move alternately placing a dash on one cell (along a line or diagonally). If the move ends at a sketched point (that is, through which they have already walked - for example, the center of the field), then the right is given to one more dash, and so on, until the move ends at an empty point. The sides are considered to be sketched points (that is, the ball “bounces off the sides”). The goal is to score the ball into the goal.
An additional rule that we came up with in the class is that putting the ball into a position from which it cannot be exited is an illegal move (for example, a move to a corner). If this is the only move a player can make, then this is his loss.

Each field is played for one goal (if desired, for more, but practice has shown that it is better to play for one goal after all). The convenience of this game compared to standard football is that it takes up little space and you can also use a partially written sheet for it.

11. Maze with objects

Two are playing. Players draw two 10x10 fields. For convenience, you can assign the designations to the cells: a, b, c, ..., i, k - horizontally and 1, 2, 3, ..., 9, 10 - vertically. (Helps with communication on the game). On one field, a labyrinth is drawn, along which the opponent will walk. The second, while empty, field is the opponent's labyrinth, along which the player himself walks. It marks the objects of the enemy's labyrinth explored during the game. The goal is to take the treasure out of someone else's labyrinth faster than the opponent will take the treasure out of yours.
Here there is an opportunity to simultaneously prove yourself both as an adventurer and as a "owner of the dungeon."

Maze Requirements:

Between the cells there can be walls, which, in fact, form a labyrinth. In addition, the entire labyrinth along the perimeter is also surrounded by a wall, which is called the “wall of the labyrinth”.

The labyrinth should contain:

1 Crossbow
1 crutch
1 Trap
4 Pits
4 exits from the pits (each pit uniquely corresponds to one exit)
3 False Treasures
1 Real treasure
4 exits from the maze on each side.
In addition, each participant has 3 grenades at the beginning of the game.

Map example:

Game process.

Players tell each other the coordinates of the points from which they would like to start the game.
The players take turns. During a turn, a player can move one cell to the right, left, up or down, if the cell in which he is and the one he wants to move to is not separated by a wall. If such a wall is still present, the player is informed about this and he remains on his cell until the next move. If this wall is a maze wall, this is reported separately. However, by prior agreement, you can not make a distinction between the inner walls and the walls of the labyrinth and exclude the concept of "maze wall", but this can greatly delay the game. By spending one grenade, the player can eliminate any wall (including the labyrinth wall) until the end of the game. You don't need to discover it first. Let's say, having intuitively felt that there is a wall on the right, the player may not spend a move to go to the right and make sure that it exists. He can immediately use a grenade, and even then there will definitely not be a wall there. But it may be that it was not there, then the grenade is still considered spent. Throwing a grenade counts as a move. You cannot throw a grenade and move on the same turn.

After the player has moved to a new cell, the opponent informs him that he is on the new cell (and only one object can be on one cell).
These can be (with examples of notation):

a) crossbow("A"). After visiting this cell, the player begins to "limp" and the enemy during his turn (already attacked) can take +1 action (move, throw a grenade, stumble on a wall). The crossbow works once, but its effect lasts until the end of the game.

b) crutch("Y"). Visiting this cell gives the player himself, starting from the next turn, to perform 1 more action per turn. This is not a cure for the action of a crossbow, but an independent object. The crutch works once, but its effect lasts until the end of the game.

The actions of the crutch and crossbow add up. That is, visiting both of these cells gives the same result as not visiting either of them. If you have found a crutch, and your opponent has a crossbow, then in a turn you can already do three actions (not four!).

v) trap("K"). Allow three moves. Those. while you are getting out of the trap (more correctly - traps), the enemy makes four moves, after which you can move again. The presence of the opponent's crutch allows him to make eight moves. If you fall into a trap after being wounded by a crossbow before, the enemy takes only four turns (permanently skipping moves does not work, because you still do not move). The trap triggers every time a player visits a square with it.

G) you fell into a hole No. 1, 2, 3 or 4. ("1,2,3,4") - instantaneous movement (in the same move) to the cell "Exit from the pit No. 1, 2, 3 or 4" ("I, II, III ,IV"), respectively. The exit coordinates are not reported to the player. He continues the game from the cage with the exit from the pit and determines his location by indirect signs. If the player got to the “exit from the pit” cell without falling into the pit itself, but simply “stumbled”, he is informed about it. Now, having fallen into the hole with this number, he will know where he will appear.

e) you found a treasure. False (“O”) or true (“X”), can only be found out by leaving the maze.
To exit the maze, you can use any of the exits that are available, one on each side, or break through a new one using a grenade. (However, we can agree that the walls of the labyrinth do not take grenades, although they are spent).

A player who exits the maze on his turn (accidentally or intentionally) is told that he has exited the maze. If at the same time he has a treasure in his hands, it is also reported what kind of treasure it is: false or real.

Only one treasure can be carried at a time. At the same time, the actions of the crossbow, crutch, trap are not canceled. You can’t throw treasure wherever you like, but you can change one for another. It is not necessary to take the treasure. If you find yourself on a cell with a treasure and decide to take it, you need to inform the enemy about it.

The maze must be designed in such a way that it is possible to visit each cell and exit the maze without using grenades, starting the game from anywhere. You can't build traps: when a player, having fallen into a hole, leaves it into a closed space from which he cannot get out without using grenades. The trap can be placed anywhere.
After leaving the labyrinth, the player can only enter the exit from which he left. However, the option with the possibility of re-entry through any exit also has the right to exist. In this case, you can fence off areas that can only be reached through a certain entrance to the labyrinth, if the starting point is outside them.

12. Nonsense

And even the seemingly stupid game "Nonsense" carries a deep meaning if you play it with the whole family. Each player receives a piece of paper and writes the answer to the question “Who?” at the top. (Winnie the Pooh, Behemoth cat, neighbor Uncle Vasya, etc.). Then the answer is folded in such a way that it cannot be read, and the sheets are passed around. The next question is "With whom?" Then follow: “When?”, “Where?”, “What did you do?”, “What came of it?” When all the answers are written, the pieces of paper are unfolded and read. "So what's the point of all this?" - you ask. If the whole family laughs at the resulting nonsense, if parents and children are interested and have fun together - isn't this the main, most important meaning of any family games?

13. War of viruses

Virus War. game for two more is possible, but an even number of players is desirable, otherwise one quickly becomes a victim), on the field 10*10 ( again, you can do more, then even more interesting), “viruses” is denoted by crosses, circles and other evil spirits (each player has his own color or figure). Three "viruses" are exposed per turn. Viruses begin their reproduction from opposite corner cells of the field. You can put a "virus" only next to your other "live virus". If there is a "virus" of the enemy nearby, then you can eat it by painting the cell in your color. The enemy can no longer “overeat” this cell for the second time. Such formations are called "fortresses". If the "fortress" touches at least one living virus of its color, then you can create new "viruses" anywhere farther from it or there is an enemy. The goal of the game is the complete destruction of the living forces of the enemy. If both sides manage to hide their live viruses behind the opponent's fortress of eaten viruses, the game ends in a draw.

"Bedbugs". Virus Warriors variation. Can be played by 2 to 6 players, but 4 players are optimal. They play on a notebook sheet, each player must have his own color. The game begins with drawing the "main bug" - a cross surrounded by a frame and the "headquarters" environment of the "main bug" of 8 crosses in the corners of the sheet. Further, you can make 5 “walkers” per turn, and not 3 as in the “war of viruses”. The game is played to destroy the "main bugs". But the most interesting thing about this version of the game is that the players who play by default, each for themselves, have the right to make alliances and break them as the situation or personal preferences change. Often a good "political" intrigue in this variation brings more dividends than the combinational class of the game. Possible addition: a player who has built a square of 8 bugs can place a new "main bug" in the center, while the old one is painted over in the player's color. Such a revolution allows you to save your army from defeat, if the enemy gets close to the old "main".

"War". A very difficult variation of "virus warriors". Can be played by 2 to 6 players, but 4 players are optimal. They play on a notebook sheet, each player must have his own color. The game starts from the "generals", which are denoted by the letter G and are located in the corners of the sheet. For each move, the player may place:
4 infantrymen (indicated by the letters P);
2 horses that are placed with a letter as in chess (and are denoted by the letter K);
2 tanks that move through one cell (you can also diagonally) (indicated by the letters T);
1 plane that moves through 4 squares horizontally, vertically or diagonally (indicated by the letters C).
During any turn, you can abandon one type of troops and make an extra one extra walker with another type. For example, you can go immediately 3 more times by plane in one turn, refusing, respectively, from all infantrymen, from all horses and all tanks.
Unlike the “war of viruses”, new fighters can only be deployed next to living fighters (or next to a “living” fortress) of the corresponding type, provided that they have a live connection with the general! That is, troops without control do not fight. Communication can be carried out through another type of troops. They play, of course, to destroy the generals.

14. Pyramid

Two players play. They take turns writing words in the form of a pyramid according to the crossword rule, in addition, it is forbidden to repeat the same words. They start with a three-letter word, under the word you can write a word of the same length or one letter longer. Under each word, you can only write a word of the same length once, the next word must be one letter longer. After the opponent's move, the player carefully analyzes the resulting game word pyramid and tries to make a word of at least three letters, taking for it the first letter from an arbitrary level of the pyramid, the second from the next level below it, etc. one letter from each next level. This word must also be a common noun in its initial form and not an abbreviation (not an abbreviation of the GAI type). The player who finds such a word adds as many points to his score as there are letters in this word. Then the next round begins, and so on, until any player scores 12 points. He becomes the winner.

An example of one round of this game with the words: the 1st player writes the word LUK, the 2nd writes the word MIG under it. The 1st player needs to find a 4-letter word already, he writes the word SHAWL. Both players try to pick up words from already used letters in order not to give the opponent a chance to win the round. Here the 2nd player is carefully looking to see if it is possible to make up some word, but all sorts of nonsense like KISH, LIL, YUM, etc. is obtained. Then the 2nd player writes the 4-letter word SHILO (and could also write the 5-letter word):
LUKE
MOMENT
SHAWL
AWL

The 1st player analyzes the pyramid... He sees the words GAI, IL and SOUTH, which, according to the condition of this word game, do not fit, and does not notice the word KILO! The pyramid has another level:
LUKE
MOMENT
SHAWL
AWL
A DROP

Player 2 sees the words FACE and THORN, then notices the word KILO... And suddenly finds a beautiful 5-letter word LILY! It adds 5 points to the score of the 2nd player.

Such games on paper with words develop attentiveness and the ability to combine words.

Two players draw 7-10 "tanchiks" each. or? starships?, each on its own half of a double notebook sheet (preferably not in a box, but in a ruler or an empty A4). Having placed the army, the players begin to fire at each other in the following way: the shot is drawn on their own half of the field, then the sheet is folded exactly in the middle, and the shot, visible through the light, is marked on the second half of the field. If it hits a tank, it is knocked out (the second? knocking out? fatal), and if it hits it exactly, the tank is immediately destroyed.
Each successful shot gives the right to the next; in some versions of the game, you cannot fire the next shot at the same tank.
After a preliminary shooting, the game very quickly goes into the stage of "blitzkrieg", or rather, a rapid denouement. The winner, of course, is the one who first shot the opponent's army.

16. Barriers

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

A simple and rather fun game, built on the same principles as the parade of coins, but completely different in form.
On a small field (it can be a square or a rectangle of arbitrary size, it's not particularly important), players place about 15-20 points in various places, although more or less evenly.
Then the first player draws a rounded but free-form rim that goes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 dots per border.
The next player draws their own rim, the only limitation? it cannot intersect with already drawn ones. The rims can be drawn inside the rims, or, conversely, surround existing ones, the main thing is that they do not intersect. After a while, there is very little space left, and the one who draws the last rim loses.
A variation of this game is the rule to draw circles that cover only 1 or 2 points, no more.

The one who destroys the last zero loses.

19. Dots and squares

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

The simplest word game, according to the principle of tic-tac-toe, only with letters.
On a 3x3 field (then try other sizes), two players bet on any one letter, and the winner is the one who, by the end of the game (when all the fields are filled), will be able to write diagonally, vertically or horizontally more well-known words from 3 letters.
The game is useful for children who are learning to write. For adults, it does not have a rather small competitive value, but players with humor will find a lot of fun. For children, you can play the option? who will be the first to create a word, and not who will have more words.

21. Racing

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

22. Golf

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

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I am sure that at least now is a gadget time, but there are always situations when you will have nothing but friends and a piece of paper. So memorize or write it down! There will be, like all known games, and I hope that for someone new.

2. Bulls and cows

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

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

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

3. Gallows

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

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

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

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

4. Tic-tac-toe on an endless field

To get rid of the predetermination of the result in Tic-Tac-Toe allows the expansion of the playing field.

On an endless field (a sheet of paper is quite suitable), the players take turns putting their sign (cross or zero). The game ends when one of the players wins or if the field ends.

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

If you play computer games, you can easily guess which creators have given this extended version of tic-tac-toe a lot of time.

5. sea ​​battle

The goal of this game is to destroy enemy objects (ships). Two people are playing. The events of the game take place on 2 square fields 10x10 in size. One of the fields is yours, the other is your opponent. On it you place your own objects (ships) and the enemy strikes at them. On the other field, the enemy places his objects (ships).

Your armed forces, as well as enemy forces, contain the following objects (ships):

1 deck (size 1 cell) - 4 pieces

2-deck (size 2 cells) - 3 pieces

3-deck (size 3 cells) - 2 pieces

4-deck (size 4 cells) - 1 piece.

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

When all the preparations are completed and the objects (ships) are placed, it's time to start the battle.

The player whose objects (ships) are located on the left field has the first move. You choose a cell on the opponent's field and "shoot" at this square. If you sank an enemy ship, then the opponent should say “killed”, if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent should say “wounded”. If you hit the opponent's ship, you continue to "shoot".

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

6. points

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

First, create a field on a blank sheet of paper, draw horizontal and vertical lines from small dots at the same distance from each other. A very fast game would consist of ten along and ten dots across. You can make the field as large or small as you like, depending on the level of play and the number of players.

Once the field is created, each player takes turns making a move, drawing one line at a time connecting two dots. Dots can be connected horizontally or vertically, but sometimes diagonally. Once a player completes a square, they put their initials inside the square and get their next turn, and so on, as long as they manage to create a square with one extra line.

Two strategies are possible in this game: first, you can prevent opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares with one additional line.

7. Balda

The first player writes a letter, the next player adds a letter in front or behind the written letter, and so on. The one who, as a result of the substitution of whom, a whole word is obtained, loses. Letters need to be substituted not just like adding another letter, you must have in mind some specific word in which the combination of letters written by you occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that was formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he had in mind, if he cannot name the word, then he loses himself, if he named it, the one who surrendered loses. The one who loses the first time receives the letter B, the second time - A, etc., until the word Balda is obtained. The one who becomes Balda first loses completely.

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

8. tanks

Two players draw 7-10 "tanchiks" each. or? starships?, each on its own half of a double notebook sheet (preferably not in a box, but in a ruler or an empty A4). Having placed the army, the players begin to fire at each other in the following way: the shot is drawn on their own half of the field, then the sheet is folded exactly in the middle, and the shot, visible through the light, is marked on the second half of the field. If it hits a tank, it is knocked out (the second? knocking out? fatal), and if it hits it exactly, the tank is immediately destroyed.

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

After a preliminary shooting, the game very quickly goes into the stage of "blitzkrieg", or rather, a rapid denouement. The winner, of course, is the one who first shot the opponent's army.

9. barriers

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

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

10. Headbands

A simple and rather fun game, built on the same principles as the parade of coins, but completely different in form.

On a small field (it can be a square or a rectangle of arbitrary size, it's not particularly important), players place about 15-20 points in various places, although more or less evenly.

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

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

A variation of this game is the rule to draw circles that cover only 1 or 2 points, no more.

11. Digital Wars

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

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

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

On their turn, a player can take one of two possible actions in the game:

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

The one who destroys the last zero loses.

12. Dots and squares

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

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

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

With seeming simplicity, the game is a good space for combinatorial play, especially on the fields of 5x5 and more. The essence of winning tactics? to force the field with half-closed constructions, to sacrifice, it was necessary to carry a few squares in favor of the opponent, and then, when there is practically nowhere to bet, to force him to make an unfavorable move (not closing anything)? and after that close most of the squares in one series.

13. Troika

The simplest word game, according to the principle of tic-tac-toe, only with letters.

On a 3x3 field (then try other sizes), two players bet on any one letter, and the winner is the one who, by the end of the game (when all the fields are filled), will be able to write diagonally, vertically or horizontally more well-known words from 3 letters.

The game is useful for children who are learning to write. For adults, it does not have a rather small competitive value, but players with humor will find a lot of fun. For children, you can play the option? who will be the first to create a word, and not who will have more words.

14. Race

A more complex and longer game, built on the same principle as other paper coordination games: the movement of a pen standing vertically across the sheet from a light click.

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

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

Each time a rider's line touches or crosses a line boundary, a cross is placed at the intersection and the rider skips the next turn by turning his car so he can continue the run. There are 5 such intersections for each car in stock. (5 hit points) and the sixth encounter becomes fatal.

In addition, there can be any obstacles on the track? for example, high-risk zones: flying into such a zone, the car takes more damage, and loses two hit points. Or special obstacles that protrude from the edges and make the passage narrower, or, on the contrary, stand in the middle and force cars to squeeze into

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

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

15. Golf

Players start from two points next to each other at the bottom of a double sheet standing upright (see picture).
Everyone plays with a pen of his own color, and what is the task of each? for the minimum number of strokes (lines from the handle sliding along the sheet) to bring the ball into the hole. The hole is at the opposite end of the field, i.e. top of the sheet. And a person with good coordination needed a maximum of 4-5 strokes to drive the line into the hole.

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

10 games on paper February 19th, 2014

In our childhood there were a lot of different games, most of them we just kept in our heads, the rules were passed on to each other during the game. Many of these games were played with just a pair of pencils or pens and a piece of paper.

Games on paper can be safely called the most intelligent and developing. And now they are forgotten quite undeservedly. It is worth teaching children to play these games, and they can always be occupied on a long road or in rainy weather at home and in the country.

1. Tic-tac-toe

This is the most famous of these games. For her, paper is not always needed, just a foggy window pane in a minibus or a couple of twigs and sand underfoot ...
The playing field is drawn 3 by 3 cells (total 9 cells). Players take turns making moves by placing a cross or a zero in an empty cell. Purpose of the game: to build a line of 3 crosses or zeroes horizontally, vertically or diagonally. It is extremely difficult to win in this game, basically the game comes down to a draw and more than one game is played.
But still there are certain combinations of moves that lead to victory.))
When you get tired of playing on a small field, you can increase the field or not limit it at all. On such a field, players take turns making moves until someone manages to line up a line of five characters horizontally, vertically or diagonally.

2. Sea battle

This is one of our favorite childhood games.
I think everyone remembers the rules. And for those who do not remember, we will remind. This game is for two.
The goal of the game is to sink all enemy ships. Ships are located on 2 square fields measuring 10 by 10 cells. You place ships on your field and the enemy strikes at them. And on the other field, the enemy has his ships. Each player has an equal number of ships - 10 pieces:
Single-deck (size of 1 cell) 4 pieces
Double-deck (2 cells in size) 3 pieces
Three-deck (size of 3 cells) 2 pieces
Four-deck (4 cells in size) 1 piece
When placing ships on the field, you need to take into account that there must be at least one empty cell between them, you cannot place ships close to each other.
During his turn, the player selects a cell on the opponent's field and "shoots", calling its coordinates "a1", for example. At the same time, he marks his move on his additional field. If you sank the enemy ship, then the opponent must say “killed”, if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent must say “wounded”. If you hit the opponent's ship, you continue to "shoot".
The game ends when all ships of one of the players are "sunk".

3. Tanks

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

4. Hands

This game can be played even with young children who are already familiar with numbers.
It will help you learn how to quickly navigate the numbers and concentrate.
To play, you will need two sheets of paper in a cage, on each sheet the player circles his palm. Now, in the space bounded by the drawing, numbers from 1 to ... are randomly arranged here. Here you need to agree in advance. Next, the game begins. One player calls an arbitrary number, while the other tries to find this number on his palm, while the first player quickly puts crosses in the cells on his sheet, starting from the top left cell. The winner is the one who quickly fills all the cells of his field with crosses.

5. Points and segments.

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

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

and wrong

6. Dots

We played this game at the institute during boring lectures. It develops tactical and strategic thinking.
The playing field is an ordinary sheet of paper in a box, if there is a lot of time and patience, you can play on a whole notebook spread. The playing field can be circled with a line and forbid by the rules to put dots on this border. Each player must have a pen or pencil of their own color. Players take turns putting dots in random places at the intersection of cells.
The goal of the game is to capture as many paper possessions as possible. A territory is considered captured if it is surrounded by dots of its color. The dots must be spaced one cell apart horizontally, vertically, or diagonally. The captured territory is painted over with its own color or a fortress wall is drawn around it (thick line). If you managed to encircle the territory or points of the enemy with dots, they are yours. After such a capture, the player is granted the right of an extraordinary move. In some versions of the game, you can capture only those territories where there are already enemy fortifications. In others, any land is available to you, including free ones. Choose what you like best. At the end of the game, the size of the occupied lands is calculated and the winner is declared. Most often, there is no need to specifically count anything - the result is obvious.
Can also be played with younger children. In this case, the playing field should be made quite small - a quarter of a notebook page or even less, and take paper with large cells.

7. Numbers

Did you play such a game on a notebook in a box at school or institute? We played the floor of the hostel.))) I held on for a long time, but then I plunged into it with my head, but an hour home by train flew by unnoticed.
It was called differently: numbers, numbers, seeds, 19, but the meaning did not change from this. You write out the numbers from 1 to 19 in a row, in a line up to 9, and then you start the next line, in each cell, 1 digit. Then you cross out paired numbers or giving a total of 10. One condition - the pairs must be next to or through the crossed out numbers horizontally or vertically. And after you crossed out all possible pairs, you rewrite the remaining numbers at the end. The goal is to completely cross out all the numbers.

8. Gallows

A little inhumane game, but still. As a child, we combined the yard game of Cossack robbers with the "gibbets!".
The meaning of this game is to guess the word by letter in a certain number of moves.
One player thinks of a word (simple and short to begin with). He writes his first and last letters, and instead of the missing letters we put dashes. The task of the second player is to guess the hidden word. He names a letter. If this letter is in the word, we enter it in its place. If not, then we write the letter to the side so as not to repeat ourselves, and we begin to draw the "gallows" - a vertical line. With the next error - horizontal (it turns out something like the letter g). Then a rope, a loop, a man's head, a torso, arms and legs are drawn. For these several attempts, the player must guess the word. If it didn't work out, you lost. If he had time, it was his turn to think of a word.

9. Balda

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

10. Dots and squares

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

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

Children are so passionate about various gadgets that they often do not want to not only read, but even play not in the virtual. This worries both professionals and parents. In one of the series of the cartoon "Barboskiny" Grandfather just offers a way to return children to the real world by playing the whole family in the usual "Battleship" on paper.

To do this, he turns off the electricity in the house, and the grandchildren are forced to master the game, which does not require any special conditions. He showed that it is possible to have an interesting time without any Internet, armed only with a pen and your own mind.

Although this board game Sea Battle today also exists in a computer version, the traditional version of destroying ships on a piece of paper in a box has one undoubted advantage over a virtual one.

Playing with a live person is more interesting than with a computer, the battle is much more fun and exciting. Yes, and more useful, because in this case, the child develops not only logic and strategic thinking, but also intuition, the ability to "calculate" and read the emotions of another person.

Another plus and reason for the long popularity of the game is the simplicity of its organization. In order to lead ships into battle, you do not need the Internet, electricity, a large room, or some special entourage. Enough paper, pen and know the rules of the game sea battle on paper for two.

Learning to play sea battle

The rules of the game on paper in a sea battle for two people are quite simple. On paper, each player must draw a square of 10x10 cells, which are denoted on one side by letters from A to K (without Y and Y), on the other by numbers from 1 to 10. In this field you need to arrange your ships.

A second similar square is drawn next to it with a similar designation of fields. On it, during the battle, the player fixes his shots.

  • When making a “shot”, the player names the coordinates of the target, for example, B8.
  • The opponent answers "by" if there is nothing in the cell; "wounded" if his ship was hit; "killed" when a ship is destroyed.
  • Hitting a foreign ship is indicated by a cross. In this case, the rules give the right to the next shot.
  • On a miss, the right to shoot passes to the second player. The winner is the one who first destroys all enemy ships.
  • At the end of the game, the participant may require the opponent to present his playing field and check the records of moves.

The rules of the Sea Battle game stipulate not only how many and what size ships are involved in the battle, but also their location.

  1. Composition of ships: 4 submarines of one cell, 3 destroyers, consisting of two cells, 2 cruisers of three cells and one four-cell battleship.
  2. It is necessary to draw ships in such a way that they in no case touch each other. There must be a distance of at least one cell between them.
  3. You can place ships horizontally, vertically, and at the edge of the playing field.

What Not to Do

Rules and certain restrictions are discussed.

  1. You cannot change the composition of ships.
  2. Some rules say that one ship can only have a linear shape, in some cases the shape of the letter L is allowed. This point must be specified in advance. But in all variants it is impossible to draw and place the ships diagonally.
  3. You cannot change the field value.
  4. You can not distort the coordinates and hide the hit.

Strategies

Not only the simple rules and conditions of the organization of the game explain the popularity of the Sea Battle game, but also the fact that winning it is determined not only by luck, but also by the right strategy and tactics. This is a game of two people, which means that emotions and tricks join logic. Therefore, a winning strategy involves:

  • Under no circumstances should your opponent be able to see your playing field.
  • Consider the skill and the way your opponent plays. For example, if your opponent is a novice player, then you should not place your ships in the corners of the field. Inexperienced players often start with them, especially with the move A1. If an experienced and long-time opponent will play with you, who already knows that there can’t be in the corners of your ships, then it’s worth breaking the pattern and hiding a couple there.
  • Consider the location of your ships. One of the winning strategies is the location of large ships compactly in one place, and scattered single-celled ones away from each other. Then the player, having quickly found large ships, will spend a lot of time searching for small submarines. This will give you time and a chance to recoup.

Winning tactics

The correct tactics of the game include a few simple tricks.

Be sure to record the opponent's moves on your field, and all your moves on the second playing field. Not only hits are indicated, but also misses. Someone does it with dots, someone with crosses. This will avoid repeated shelling of empty squares and conflicts, in case of any errors.

If the opponent's ship is "killed" in a sea battle, then we mark the cells surrounding it as empty immediately. After all, we know that the rules prohibit the placement of ships in them. This saves you time. In this case, the most profitable shot at the battleship. Its destruction immediately opens eighteen cells, almost a fifth of the field.

The shooting tactics of the players can also be different. You can shoot by making diagonal moves. So there are more chances to hook large ships. You can, in search of a profitable battleship, shoot through three cells to the fourth. After the first hits, you determine the choice of moves based on what begins to peep through on the enemy playing field.

A tactic to combat popular fraud, when the opponent sets up the last single-deck ship already in the process of playing in the last free cell. To make such deception impossible, the field and the ships are drawn in one color, and the shots are marked with a different pen or pencil.

Today, the Sea Battle game exists both as a desktop factory set and as a computer game, but playing on a simple checkered piece of paper is still exciting.

Let's play Sea Battle

"Sea Battle" is an exciting and simple game that does not require special tools and special knowledge. It can be played both on a computer and on paper, and only the second option was once used, since there was no other possibility. Not everyone knows how to play Sea Battle, because either there was no opportunity to learn, or there was no “teacher”. In any case, such knowledge can be useful. The rules of the game "Sea Battle" are simple, anyone can remember them, regardless of age and level of intelligence.

General

The game "Sea Battle" has long conquered many people. It is interesting, exciting, and most importantly - does not require any costs. To play with a person together, you will need two sheets of paper in a cage (preferably) and two pens (or 2 pencils).

"Battleship" is useful not only because it allows you to have a good time. The game also contributes to the development of strategic thinking and intuition. If you and the person know each other, you have the opportunity to use information about the enemy. For example, your assumptions about how he could place the ships so that they are hard to find, how you would place if you were in his place, can be confirmed and help win.

Rules

Well, you can proceed to the main part. Now you will learn how to play Sea Battle:

1. First you need to draw two squares of 10x10 cells on a piece of paper (of course, it’s easier to draw on a sheet in a cell). Then, in both figures, put down the letters from A to K on the top row (from left to right, skipping E and Y), and to the left of the squares - the numbers from 1 to 10 (top to bottom).

2. On the left square you need to place:

  • 1 ship, consisting of 4 cells;
  • 2 ships, consisting of 3 cells;
  • 3 ships, consisting of 2 cells;
  • 4 ships, consisting of 1 cell.

Ships cannot touch each other either on the sides or on the corners. It is important that there is at least one free cell between them. Ships can touch the edges of the playing field, and they must be located only vertically and horizontally (not diagonally).

The right square must remain empty.

3. The goal of each player is to destroy enemy ships. The one who goes first (by agreement or by chance (using lots)), calls the coordinates (letter-number), looking at the right empty square. For example, E7. The opponent looks at his left drawing, where his ships are located, and answers:

a) past;
b) injured;
c) killed.

The first option means that the player has landed on an empty cell, that is, he has not landed anywhere. He marks this place in his right square so as not to choose it a second time (most often with a cross, but in any other convenient way), and meanwhile the turn passes to the second player.

The second option means that the player got into a multi-deck ship (occupying from 2 to 4 cells). Having marked the right place on his card, a person has the right to the next move until he misses. So, if after shouting E7 the answer “wounded” followed, the player can call either E6, or F7, or E8, or D7 to finish off the wounded ship (by the way, this is not necessary, you can temporarily leave it alone and look for others) . The second player again answers "by", "wounded" or "killed".

The third option means that the enemy ship has been destroyed. If this happened from the first move, then it was single-deck (consisting of one cell), which can be called a great success. If from the second (for example, after E7 the player said E6), then it is double-deck, etc. After knocking out the ship, as well as after being wounded, the player moves until he receives the answer "by".

4. The turn passes from one player to another in case of a miss and is delayed by one of the opponents in case of a successful hit. The person who first finds and destroys all enemy ships wins.

Other variations

Sometimes "Battleship" is on paper, and sometimes on a computer, as mentioned earlier. And if for the first option you need a real, live opponent, then in the latter case you can play with robots. True, firstly, it will not be so interesting (the reaction of the enemy when you sink his ship is priceless), and secondly, the opportunity to peep into the enemy fleet is absolutely excluded (we all understand that some people strive to cheat).

One way or another, it is not difficult to come up with other, more advanced versions of the game, it all depends on the imagination of the players and their desire / ability to experiment. It is important to immediately clarify all the rules, because if it is not clear to every person how to play the Sea Battle, the rules of which you came up with, nothing good will come of it, a quality game will not work.

For example, you can add more cells to the "battlefield" (not 10x10, but 20x20, for example), and then either leave the number of ships or increase them. You can complicate the task so much that all the ships that the enemy needs to find are single-deck. You can make mines, when hit on which the enemy misses one turn. There are a lot of options, the main thing is to know everything in moderation.

Conclusion

That's all, now you have got acquainted with the new game and you know its rules. The question "how to play Sea Battle" should be settled. From now on, you and your friends will have something to do during boring lessons / lectures or at work, if there is an opportunity to be close to each other and write on sheets of paper.

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