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Sea battle number of ships. How to play the sea battle on the leaflet in the cell

Sea Boy

Sea battle is one of the most popular game options on paper. You can diversify it for a modern child and arrange a "cosmic battle." The goal is to destroy the enemy ships (cosmolets). Two people can play.

First, each player needs to draw two fields with dimensions of 10x10 cells.

One such field is the player's own, the second is the enemy. On the own field The player puts his ships for which the opponent will "shoot". In the second field, the player must be noted the results of their "shots". Two sides of each field are placed in horizontally and vertical numbers. Thus, each cell is assigned its "code": A1, B2, etc.

Both players have equal "Armed Forces":

1-deck ships (size in 1 cell) - 4 pcs.,

2 decks (in 2 cells) - 3 pcs.,

3 decks (in 3 cells) - 2 pcs.,

4 decks (in 4 cells) - 1 pc.

Ships can not be depicted by the defects and cannot be placed closely (at least one free cell must be between them). Keep in mind this rule, shelling enemy ships.

Having finished all the preparations, players can start a battle.

A player who starts first calls the "code" chosen on the enemy field cell. He finds this cage on his field and reports the result: "Mim" - if the shot fell on an empty cage, "wounded" - if the "shell" landed into a ship with more than 1 deck, and "killed" - if hitting 1- Deck ship.

If there were no hits ("past"), moves to another player. If the shot fell into the target ("wounded" or "killed"), the shooting player receives an additional move.

The battle continues until one of the players will not lose all ships.

These were the rules of the game sea battle on paper.

Important news:

All children (especially boys of different ages)) Attracts the games of military topics, while the most interesting are military games in combination with maritime romance.

Few of anything male half Humanity can leave indifferent combination of exciting battle and sea adventure. That is why the game with a long-known name "Sea battle" never lost its popularity.

In addition to the traditional "sea battle" using a ballpoint pen and a sheet of paper into a cell, there is a huge number of varieties of this game, many of which are made in the desktop version.

Options for "sea battle" possess diverse design, different levels difficulties, numerous additional features.

And, of course, all the options differ in size and price, but retain the basic idea of \u200b\u200bthis board game is the sea battle, battle, i.e., battle between two fleets.

One of the custom game field options

Not all the boys who are fond of the "sea fight" will become sailors or, especially, admirals. But the qualities they raise, fighting with the enemy, will be useful to them in adulthood.

The main thing is to learn to win and not surrender, know the foundations of tactics and psychology, will rejoice in their achievements, starting with a small game.

Game description

Table game "Sea, battle" is designed for two players. Once in this fun played with the help of a handle and a drawn sheet of paper. Despite such a modest equipment, the marine battle still captured and fascinated.

Boys could sit for hours for letter table, creating all new and new tactical situations, thinking through the strategy of his attack on the enemy.

The goal of the game has never changed. It is to sink the entire fleet of the enemy. It's not as easy as it may seem, because it is not enough for victory to be just a good shooter.

It is very important to be easy to build a game in such a way as to prevent the enemy, do not give him to fulfill his plans, make a tasy in his ranks, violate the strategy.

How to play

As we said, play two.

Each of them needs a leaflet (preferably in a cage), a pencil or handle. The game begins with the field preparation. Two squares of 10 × 10 cells are drawn on the leaflet. On one of them their ships will be parsed, in the other will be "fire" on the enemy ships.

The sides of the squares are signed by the horizontal letters and vertical numbers. You need to agree in advance what letters will be written (the main disputes arise, use or not the letter "E").

By the way, in some schools, instead of a boring alphabet, the word "republic" is written - it just contains 10 non-repeating letters. This is especially useful for those who have never mastered the alphabet.

Arrangement of ships

Next begins the alignment of fleets. The classic maritime combat rules say that there should be 4 vehicles in one cell ("single-alupile" or "single-tube", "boats" or "submarine"), 3 vehicles for 2 cells ("destroying"), 2 - 3 cells (" Cruiser ") and one - four-stall" battle ".

All ships should be straight, not allowed curved and "diagonal". The ships are located on the game field in such a way that there is always a gap in one cell, that is, they should not touch each other neither by sides or angles. At the same time, the ships can touch the edges of the field and occupy the corners.

Types of ships

Actually game

Before starting hostilities, players throw lots or negotiate who will walk first. When the ships are arranged, players in turn produce "shots", calling the squares according to their "coordinates": "A1", "B6", etc. If the shot came into a cage, not occupied by a single enemy ship, then the answer follows ! " And the shooter puts the point in this place in this place. The right goes turns to the opponent.

If the shot appeared in a cage, where there is a multiphallate ship (more than 1 cell), then the answer is "wounded!" Or "got!", except for one case. The shooting player puts a cross on someone else's field into this cell, and his opponent puts a cross on his field as well in this cell. The shooter gets the right to another shot. If the shot came into a cage, where there is a single-pipe ship or the last unaffected cell of a multipalup ship, then the answer "killed!" Or "Skilled!".

Both players celebrate a surround ship on a sheet. The shooter gets the right to another shot. The game is being done to the complete victory of one of the players, that is, all the ships will not be swept away. At the end of the game, the loser may ask the winner to look at his arrangement of ships.

Mastery (tactics of the game "Sea battle")

If you think that the sea battle is a game, built exclusively at good luck and luck, then you are mistaken. In fact, it has a strategy and tactics that we will talk about in conclusion. So - about trickles as well as various honest and not very honest receptions of the game in the sea battle: first of all (and this is the most important thing!), It is necessary to keep your sheets with ships so that the enemy cannot spit your location;

  • Be sure to be taken into account your and strangers, marking them points. So the shots on the same cells will be excluded;
  • Speaking the enemy ship, also surround it with points, so as not to shoot at the places where the ships are obviously no;
  • It is not worth putting ships in the field corners: usually they are shooting first of all beginners. However, about exceptions will be discussed below;
  • It is necessary to develop a strategy for the arrangement. A good result gives an uneven distribution of ships: collect all the "big" ships in one or two dense groups, and the remaining "uniprippers" to hide separately in counted places Gaming field. In this case, the enemy will quickly calculate and defeat the grouping of large ships, and then there will be a long place to search for the remaining small;
  • Kill big ship, the enemy surrounds his dots. So, finding "four-list", the enemy immediately opens (4 + 1 + 1) * 3 \u003d 18 cells (that is, 18% or almost 1/5 of the field). "TRERSHPLAMP" gives 15 cells (15%), "Two-candy" - 12%, and "single allegation" - 9%. If you put the "read-up-list" to the wall, then it will open only 12 cells (10 for the three-alup, 8, for a two-alup). If you put a "four-list" in general in an angle, it will allow only 10 cells (8, 6 and 4, respectively). Of course, if the opponent realizes that all ships are from the edge, he will quickly sweep them. Therefore, it is better to use this advice in combination with the previous one.
  • Firing tactics can also be different. However, the extermination of the enemy ships is best to start with the search "four-list". To do this, you can shoot diagonals, or draw a rhombus, or shoot through 3 cells per fourth. As soon as the four-stall ship is found, we are looking for three-alleged, then two ... Of course, in the process of searching will be "every little thing" and make adjustments to plans.
  • And here is a dishonest way: to put all ships, except for the last one-alup (it will perform the role of a submarine "elusive"). And he will be delivered (and killed) only in the last remaining cell. It is easy enough to fight this: let the players arrange ships in one color, and lead shooting to others. You can, for example, players have pens or pencils different colors And after the arrangement of the ships simply change the handles.

Game options

Complete "sea battle"

"Volley"

This complicated version of the "sea battle" requires a more thoughtful approach from players. The fields for their and someone else's fleets remain the same, but the ships used and the principle of the game change somewhat. Each player now has one « battleship » (five cells), one « cruiser » (three cells) and two « esminets » (Two cells). Ships are distributed over the field, according to the above rules. But, in contrast to the "sea battle", in which three shots can be made for the move, in the "volley" game, they are used as seven: three for the battleship, two for the cruiser and one for the destroyer. The enemy notes where the shots were shot on the field of their fleet, but does not specify which shotguns became effective. Instead, he can say: "One hit in a cruiser and one to the destroyer." If the ship fell more than once, it also needs to be reported.

After that, the volley make the ships of the second player, and at this time the first player should think well, in which cells he should shoot first move to find out which of its first findings were accurate.

The ship is considered to be swapped when all its cells are damaged, and players must immediately report it. This is very important, because the number of shooters of the next player will decrease by the number that provided the lost ship. Therefore, if you lost a battleship, your firepower will decrease by three units and the next time you will have only four shots. As in the "Sea Boy," the one who first will sing all the enemy ships.

There are options for playing, differing in rules (common, mainly outside Russia). Basically, it concerns the number and size of ships, for example, the version of the company "Milton Bradley" is five-cell, four-cell, two three-cell and two-cell. There are options where the player can shoot more than one time in a row. Also, a very different option is described in the book Ya. I. Perelman "Entertaining tasks and experiments."

For standard Size Fields (10 × 10) and a standard set of ships (1 × 4 + 2 × 3 + 3 × 2 + 4 × 1), you can add one mine (or not one) to the game. Mina is indicated by a circle inscribed in one cell. Cage with mines should not touch the ships, and if min is more than one, then other cells with mines.

If the player came as a result of his move for Ma (by rear of the enemy), then he must inform the owner of the miner (enemy) coordinates of one of his unaffected cell, occupied by any of his ship (the ship can have any cells of the cells, but only one cell is issued). After that, the owner of the miner has the opportunity to shoot a taking place (the cell's issue does not die at the time of mines - so that she died, it should be shot on it; in other words, Mina only reports the coordinates of the ship). The owner of the miner is not obliged to hit the cell issued immediately - it has the right to shoot it at any time. Since the shot of a varied cell, then the owner of the mini after that shot gets the right to repetitive. Used mine "quenching" pointing point in the center of the mug (in the center of its cell).

The field size can be enlarged - for example, the size of 16 × 16 or 18 × 18 allows you to use the entire size of the single notebook with convenience. In this case, the number of figures can be increased - for example, as Ya. I. Perelman offered. 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 mine trailer to the game (let's say, each player). A mine trailer is denoted by an equally feasible triangle, inscribed in one cell, so that the base of an equifiable triangle coincides with the underside of the cell, and the opposite base of the base lies on the upper side of the cell, sharing the top side in half.

If a player, having done a move, hit a mine trailer, then he must give the enemy (master of the mine trash) coordinates of one of his who have not worked min - so that the owner of the mine traveler knew that according to these coordinates of the cells with mine should not go. A cell with a mine trash should not touch the cells with ships and mines, as well as if mine trails are greater than one, and cells with other mine travelers. If, by the time of the operation of a mine trashman, not a single mine was left, then the enemy who was like reports who was like that he got on a mine trailer, but did not give him anything.

Since hitting a mine or a mine trailer is not a success, but is a nuisance for what went, then after such an unsuccessful stroke moves to the owner of the worked miner or the worked mine traveler. Once by re mine, it is impossible instead of the coordinates of the cage of the ship to produce a cage with a mine trash. Mines and mine trawls are single-milk figures. Mines and mine trachers are not considered meaningful figures - therefore, if the player has only mines and mine trawls, but all ships died, and another player did not die all the ships, then the game is considered to be finished, and the first player is the loser.

There is an option of the game in which mines, mine trawls can touch the ships or each other.

Options with "submarine"

In some versions of the game, there is a so-called "submarine". On the playing field, it is indicated in the cage of a romba and always takes one cell, that is, is "single-alupy". "Submarine" can come into contact with any ship of its flotilla, but not to be "under" him, that is, not in the same cell. If one player's "submarine" submarine is hit by one player, "submarine" is sinking, but makes a death shot on its own coordinate of the first player field. Thus, the game becomes more complicated, since the "submarine" can be "submarine" in a unicellular halo.

Option "Flying Dutchman"

Unlike many other options for "sea battle", here each player has only one ship, with the number of decks from 5 to 8 (the exact amount is negotiated before the game). The game goes on the field of 20 × 20 cells. The ship itself can occupy cells vertically, horizontally and diagonally simultaneously. If another player falls into the ship of one of the players, then the first has the right to move his "flying Dutchman" to any other place of the field, but he loses the undermined deck. All other rules are the same as in classic version Sea battle.

Hmm ... someone said "Flying Dutchman"?

"Spaceships"

Large-scale sea battles - this is the property of the past century, so many children will like to play in " Spaceships"- disguised" sea battle ". Replace the battleship on the intergalactic rocket ship, the cruiser on the laser frigate, the destroyer for the transport of space infantry, and the boat - to the fighter, or let the children themselves come up with their names - and now you have a new game.

Desktop options "Sea Fight"

As we said, a number of companies have implemented a "sea battle" in the format of the board game. The following, most successful options should be mentioned.

"Sea battle" of Stellar (Stellar). The classic desktop game "Sea battle" of Stellar is made of safe plastic. Details are small, but well packaged and have a bright color. If suddenly the chip rolls somewhere, it is easy to find. Gaming boxes are very similar to laptops. It really likes the children, because it creates the illusion of the game on the computer - the most beloved fun of the gamers of all ages.

Many travelers take board games with them on the road, and the "sea battle" is no exception. Hasbro Games Road Source It is convenient, compact, helps to pass time, start new friends and acquaintances on a trip. After all, they love everyone! Of course, no one will miss the opportunity to fight with you in the marine battle, if this beautiful and original box will be on the table.

The original gaming set of "Sea battle" offers DJECO, Which developed the original bright design game cards for this desktop fun oriented on younger students.

Electronic game "Sea battle". In addition to a colorful mechanical version, there is no less attractive model - the electronic board game "Sea battle". Here, too, the task is to first destroy the enemy fleet. Only for this you need to specify the coordinates for "shelling". If the point on the map, which the player calls, coincides with the location of the ship, the vessel is considered to be awakened. To make it easier to monitor the course of the game, all shots are recorded on a special field, including those who have not reached the goal. This kit includes two gaming boards whose covers serve to account for shots. Each player gets a set of ships that place at its discretion at the gaming field provided to him. The set also has multicolored chips. They serve to fix shocks on the enemy: one color is marked by hitting, and others - misses.

Sea battle batteries. Many children like board games with sound signals. Board game "Battle" on batteries will please you with good sound, various effects that create the illusion of the work of real military equipment.

Separately, you should mention the game "Sea battle" with balls. The destruction of ships by enemy flotilla can be carried out by small balls that roll out on the playing field of the board game "Sea battle". This option of the game is even suitable for the smallest guys, since it does not require the ability to read the coordinates and think over the location of the ships. The mechanical design allows you to aimedly shoot, send the enemy flotilla with projectiles that knock out the ships figures. Even a child preschool ageAnd it is recommended for children from five years old, it will be easy to cope with such a task and will play the boarding game "Battleship" on a par with more older guys.

Who is this game for?

This board game is recommended to children from seven years old, because the battles in a certain coordinate system can engage in the guys with well-formed abstract thinking, which are in the mind of the opponent's playing field and think over their own strategy.

Battle for every taste

Board game "Sea battle" for two is entertainment not only for children. Adults are also happy to spend leisure in the fights. So, desktop version With balls allows you to play my grandfather and grandchildren behind one table, and the chances of winning them are equal. This adds excitement, brings the generation in emotional experiences.

If the child loves gadgets, then the "sea battle" (the game is desktop) - the electronic version with interesting sound signals will pass it more than a mobile phone.

In addition to the "Sea Fight" exist similar games On paper, most of which are also focused on children from six years.

1. Noliki cross

This is the most famous of such games. A playing field is drawn 3 for 3 cells (only 9 cells). Players take turns make moves, putting in an empty cage cross or zolik. Purpose of the game: Build a line of 3 crosses or zolics horizontally, vertical or diagonal. In this game, it is extremely difficult to win, mostly the game comes down to a draw and not one party is played.

2. Tanks

For the game requires A4 sheet, folded in half (you can take any notebook). Two players draw 10 tanks, each on their half of the sheet. Having finished the alignment of forces, players begin "shelling" each other in this way: the shot is drawn on its half of the field, then the sheet is folded in the middle and the shot, visible on the lumen, is marked in the second half of the field. If the shot hit the tank, then it is considered a "hit" and need another extra shot to destroy. If the player got straight into the tank, then just one shot.
Each successful shot gives the right to the player for the next shot. For complication of the game, you can enter a ban on the next shot in just a baked tank.

You play the sea battle, but not always win? Then you probably wonder how to significantly increase your chances of winning, how to put ships correctly, how to quickly destroy the enemy's ships and, of course, how to win in the game sea battle!

Rules of the game "Sea battle"

There are many maritime battles, but we will consider the most common option with the next set of ships:

All listed ships must be placed on a square field of 10 per 10 cells, while the ships cannot contact the angles or the parties. The migration field is numbered from top to bottom, and the verticals are marked with Russian letters from "A" to "K" (while the letters "E" and "y" are missing).

Nearby is drawn an enemy field of a similar size. With a good shot on the enemy's ship on the appropriate cell of the enemy field, a cross is made and a repeated shot is made, a point is set with an unsuccessful shot in the corresponding cell, and the move turns to the enemy. Optimal strategy

How to win in the game sea battle

In the game, the sea battle is always an element of chance, but it can be minimized. Before moving directly to the search for the optimal strategy, it is necessary to voice one obvious thing: the likelihood of hitting the enemy's ship is the higher, the less unverified cells remained on its field, the likely to hitting your ships are the lower than the more unverified cells remaining on your field. Thus, for an effective game you need to learn to two things at once: the optimal shooting on the enemy and the optimal placement of ships.

Further explanation will be used by the following notation:

How to shoot enemy ships

The first and most obvious rule of optimal shooting is the following rule: do not shoot through the cells directly around the destroyed enemy ship.

In accordance with the above-mentioned designations, the cells were noted in the figure, those cells for which unsuccessful shots were already produced, the red cells were marked, the shots were ended with the hit, and the green cells were marked, the shooting on which was not produced, but it can be guaranteed to argue that ships There are no (ships there can be there, because According to the rules of the game, ships cannot touch).

From the first rule, the second immediately follows: if you managed to beat an enemy ship, you need to immediately finish it to get a list of guaranteed free cells as soon as possible.

The third rule follows from the first two: it is necessary first of all to try to beat the largest enemy ships. It is possible that this rule is not obvious for you, but if you think about a little, you can easily notice that by destroying the enemy battleship, we at best we get the information immediately about 14 guaranteed free cells, and destroying the cruiser, just 12.

Optimal strategy shooting

So The optimal strategy of shooting can be reduced to a targeted search and destroy the largest enemy ships. Unfortunately, it is not enough to formulate a strategy, it is necessary to offer a way to implement it.

For starters, let's look at the area of \u200b\u200bthe playing field of 4 per 4 cells. If in the section under consideration there is an enemy battletry, then it is guaranteed to be used for no more than 4 shots. To do this, it is necessary to shoot so that each horizontal and verticals are exactly one proven cell. Below are all options for such a shooting (excluding reflections and turns).

Among all these options, only the first two options that guarantee a maximum of 24 shots in the battle are optimal on the field 10 of 10 cells.

After the enemy battleship is destroyed, it is necessary to start searching cruisers, and then the destroyers. At the same time, as you already guessed, you can use a similar technique. Only now it is necessary to break the field into squares with a side of 3 and 2 cells, respectively.

If you have used the second strategy when searching for lincard, you need to shoot the following fields to search for cruisers and destroyers (green fields for which you have already shot when searching for lincard):

To search for boats, the optimal strategy does not exist, so at the end of the game you have to rely mainly for good luck.

The sequence of the best moves to start the game

If you turn to mathematical theory, you can build a map of the probabilities of placing ships:

Based on this card, the sequence of "best moves" With permanent misses it looks like this (see Figure):

C1, J8, A8, H1, A4, J4, D10, G10, E1, D2, B3, A2, C9, B10, B3, A2, C9, B10, H9, I10, I7, J6, I5, H6, J2, I3, H4, G5, I3, H4, G5, G2, F3, E4, B7, A6, B5, C6, C3, D4, D5, F6.

How to arrange ships

The optimal strategy for placing ships in a sense of the focus of the optimal strategy of shooting. When shooting, we tried to find the largest ships to reduce the number of cells that need to be checked, due to the guaranteed cells. So, when placing ships, it is necessary to put in such a way that in the event of their loss to minimize the amount guaranteed free cells. As you remember, the battleship in the center of the field opens up 14 fields for the enemy, but the battlefield standing in the corner opens only 6 fields for the enemy:

Similarly, a cruiser standing in the corner, instead of 12 fields, opens only 6. So, placing large ships along the field boundary, you leave a greater space for boats. Because There are no strategies to search for boats, the enemy will have to shoot at random, and the more free fields you will have to catch the boat, the hardest to win the enemy.

Sea battle - popular game from simple rules. Asking how to win the sea battle, the player will always help a victorious attitude and the right strategy.

First you need to remember the rules of the game. The player has ten ships: 1 four-plated battleship, 2 three-stage cruisers, 3 double-candle destroyers and 4 single-lubricane boats.

The fleet is located on the field so that the ships do not touch each other. Nearby you need to draw the same field for the enemy to celebrate your shots. When a mischief moves to the opponent. Wins the one who will sweep the opponent's fleet.

You can agree with an opponent about the possibility of changing the form of ships, "bending" ships. So the court on the field will be similar to the details of Tetris, they will be harder to sink, and it becomes more interesting to play.

Successful alignment in the game depends not from the will of the case, but from two important components Strategies:

  • alignment of own vessels;
  • the optimal version of the enemy fleet.

Arrangement of ships

There are several tactics for the arrangement of your fleet. It will work tactics or not, will depend on the tactics of the firing of the opponent. In any case, the unsystematic location of the ships will not lead to an obviously good result.

"Half of the field"

The first tactic lies in the fact that the battleship, cruisers and destroyers are located on one half of the field.

But four boats are located on the opposite side, as a result they become almost invulnerable. The enemy will have to make a lot of shots before he hears "killed!".

"Diagonal"

Most players first start to shoot the field in two diagonals - from the corner to the corner. If the opponent relates to this type, the second tactics will be very welcome. All ships are located in such a way that the shots on the diagonal are not treated.

This tactic is good because it can be applied along with another tacty of the arrangement. The thoughtful location of his fleet is half of the success.

"Coast"

Third tactics can be used in two ways. The first way is simple - to arrange all your ships around the edges so that the middle of the field remains empty. While the enemy will be unsystematic to fill, guessing, where all the vessels were played, you can safely search for his fleet.

Such a tactic may not justify yourself, especially when the opponent guess what the chip is. If the secret of the location of the courts will reveal, the opponent for minimal amount moves will sweep all the player's flotilla.

The second method is more thought out and similar to the tactics "Half of the field". For this, the battleship, cruiser and destroyers are located on the shores, but the boats scatter around the field.

Placing large ships in this way, a lot of free space remains for boats. Strategies for finding boats do not exist, and the opponent will fall at random, losing precious moves.

Even if the enemy is not going to install the field diagonally, shots in the corners not to avoid. Thus, cells A1, A10, K1, K10 is better not to occupy. It is also unwanted to have ships in the very center of the field - D5, D6, E5, E6.

The strength and invulnerability of the player is in one-lobby boats - although you can destroy them from one shot, for this you need to find them first. The more reliable they are hidden, the more likely to win the party.

Destruction of the opponent

To destroy the opponent flotilla, there are also several tactics. Some of them echo with the tactics of the arrangement of ships.

"Diagonal"

Many people at least one ship, but put on this periphery. Therefore, they are armed with patience and methodically shooting diagonals, alternating for a variety of shooting direction.

Player in the picture neglected tactics the right location And paid for this loss of linker and boats.

When the diagonals are stolen, you can continue shooting in a checker order.

"Chess"

It is clear from the name, how to "clean" the field of the enemy. Tactics are good because it allows you to quickly find battleships, destroyers and cruisers. However, with the search for boats will have to sweat.

"Locator"

Tactics are a bit similar to "Chess", however, with their highlight. To take advantage of this tactic in the corners of the field mentally or straight handle, designate four squares of 4 sizes 4 to 4 cells.

You need to fire them diagonally. The field as a result will be separated by a white cross. Given the number of vessels that have already managed to sink, find the rest will not be difficult. In the picture, the player discovered six ships thanks to the "Locator" tactics.

"Goose paws"

The destruction of the lincard gives the player the advantage that he will have to fill a much smaller than cells than if he is likelying, for example, the destroyer. Salting the battleship, around it will be from 6 to 14 cells, which the player is no longer needed.

So, to find a battleship, you can use the "goose paws" tactics. To do this, mentally divide the field into squares in size 4 per 4 cells and in each square to make four volley.

In the first upper square, the player gives a volley on A3, B4, B2, G1. Next remains to repeat the pattern and in other squares. The battleship will be found as a maximum of 24 shots.

After the battleship is found and surfing, you can go to the attack on the three-plated cruisers. To do this, in each square you need to do only two shots.

In the first square, shoot on B1 and G3, with the rest of miniplays to do the same. The eleventh shot is guaranteed by the cruiser.

To sink a two-layer destroyer in each square you need to do three shots. In the first square to fill on A2, B3 and B4. Repeat the triple course in the rest of the squares. In the end, the most difficult thing remains - the search for boats. Unfortunately, tactics for their search is not. The player will have to rely on his intuition or the psychology of the enemy.

There are several more rules for the rapid destruction of the opponent's fleet:

  • The rules of "sea battle" is not prescribed to finish the ship after the first "wounded!". However, it is better to bring to the victorious "killed!", Because so the player will be able to figure out what cells can not shoot. After all, trials can not stand close to each other.
  • Shelling the field of the enemy, you do not need to be lit in one place. Shots should cover as much area as possible. Holding a tactic tact in the head, the player can "walk" on the field, instead of continuing to fire an unsuccessful plot.
  • If the opponent uses some tactics, and not unfeamlessly palette on random cells, you need to turn on the head. Sometimes, looking at the move of the enemy, you can guess how he put his ships.
  • Often playing with one opponent, the player can remember his tactics of alignment and shelling, using the experience gained to improve its own strategy.

To work out the skills of the game in "Sea battle" and tactic checks, you can use online services. Pluses of game sites in high speed and low resource costs. And by working out and improving your strategy, the player will be able to shine with his knowledge in the party with a live opponent.

There is no one hundred percent way to win in the "sea battle" does not exist, ultimately everything depends on the enemy's strategy and the player himself. It is for this reason that the "sea battle" remains an obstacive way to spend time.

In this game, not so long ago on leaves in the cells played all who are not too lazy, and now it has become a computerized, and you can play on any electronic division. The meaning of the game remained the same as it was, that's just playing it easier and more interesting thanks to beautiful graphics, advanced gameplay and mobility. You can play or against the computer, or with each other. All her cunning is to competently place their ships, that is, to arrange them so that the enemy can not quickly find them and eliminate them.

How to play?

Ships in the game are very different: from a small tug to a luxurious three-person ship! Shooting takes place in the game in turn, but if someone falls into the target, a red cross appears on the opposite field, and the same player has the right for another shot and so on.

The victory goes to the one who is the first destroys the enemy fleet, but to do it quickly (especially at first) is quite difficult. If the memories of school and student years about the game in the "sea battle" pop up in your head from time to time, then it's time to remember this exciting and tense game!

Interested in the "sea battle" will be the young players who try the game for the first time, and who did not play it in the backs of the guys, hiding from teachers.

So, after they decided with whom and against whom they play, proceed to the game itself. Your field (as well as an opponent) contains 10 cells vertically and horizontally. Place ships on your field, and the placement should be as confusing as possible. If you do not want to strain your brains, pushing boldly on the button of the random selection, and the ships themselves will arrange. But then do not be surprised if you will quickly defeat you!

It is necessary to monitor at the same time behind two game fields: on the enemy field you have to watch the ships on the enemy ships, and on your own field you need to track hits and misses in your own ships.

In general, in the "Sea Boy" is still the same as in the good old days, so sitting for your favorite gadget and start playing.

Purpose of the game

The goal of the game is very simple - to teach players to analyze the situation and in relation to the placement of your own ships, and the possible location of others. In order to learn to undermine other ships, you need to "get into someone else's head" and learn how to live with the thoughts of another person. It is very difficult, but still it is possible if you train and try to analyze your own mistakes!

So everything is in your hands and in your brain shouts by itself!

Here you can play for free online game "Sea battle"