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Sea battle games. Sea battle "Bulls and cows"

Sea battle game rules on paper

Who among us did not play "sea battle" in childhood? This game can brighten up boring school days. However, modern children prefer paper computer games. If you tell them about this game in an easy and accessible way, you will be able to brighten up the boring queue in the hospital or bus.

Let's remember the rules of the sea battle game on paper.

Sea battle game rules

The classic game is that two players draw on pieces of paper (each on his own and so that the enemy does not peep) two playing fields of 10 x 10 cells. One is for play, the second is for reconnaissance work.

From above, horizontally in both fields, letters are written in alphabetical order- and agree in advance whether to include in the letters Yo or Y. On the left outer side of each square we put numbers - from 1 to 10.

By the way! Maybe this will be a discovery for you, but Soviet children often wrote the word "REPUBLIC" on top - perhaps this is due to the fact that it is difficult for young children to remember the alphabet.

Ships on paper

The standard fleet of players in "Battleship" includes ten ships. They differ in the number of occupied cells - from one to four. The name of each ship is the designation of the number of "decks" or cells: one-deck, two-deck, and so on ... The number of units of each ship depends on how many cells on the playing field it occupies. So, there is only one four-deck, but there are four single-deck. Accordingly, there are three two-cell ships, and two three-cell ships.

Each player decides for himself how to arrange the fleet by drawing the outlines of each ship in the game square. An important clarification - none of the ships should touch the other, and the shape of the ship should resemble a rectangle (or square, in the case of a single-deck), that is, ships cannot have broken lines.

It is not forbidden for ships to be located along the borders of the square or to be in the corners.

Game process

As soon as the players have placed the ships in their playing fields, the game begins. To guess the location of the enemy ships, the players make "shots", marked on a free square. To simplify the task, both alphabetic and numerical designations of cells are needed. Shots are fired at coordinates, for example, A8 or G6. If the enemy calls the coordinates at which the part of the ship is located, then the second player must say: “wounded” and mark the lined part X, if as a result the ship is completely fired, then the code word “Killed” is pronounced.

If the enemy hits the ship, then he makes the next move - until he misses. The game is on until someone sinks all enemy ships.

The rules of the game are simple and that is why Russian schoolchildren love this game so much. But besides this, there are a few more clarifying points that will help you win faster:

  • Mark the shots - those that you made on the enemy, and those that hit your field. The fastest way to do this is to do it. Hit points are marked with crosses.
  • Since ships cannot touch each other, be sure to mark the contours of the sunken ship with dots - this way you will have to spend less time bombarding enemy territory.
  • Make up for yourself the tactics of arranging ships on the game "sea". The best placement option is to group large ships in one part of the map, and draw small ships in different places in the free field.
  • It is advantageous to place a four-deck ship in the corner of the map - this way you will get more free space where other ships will fit. But, of course, it is not recommended to arrange all large ships only along the edges of the square.
  • A dishonest trick is to place all the ships on your playing field, except for one single-deck. He will take his place only at the end of the game. So you will deceive your opponent, but you will win more time for yourself.

Sea battle is one of the most exciting games on paper. Tell your child her rules and he will surely get carried away with new fun - it's fun, interesting and simple. And most importantly - you can play with friends in those moments when it is impossible to do anything else.

Read also:

The game about ships Naval battle has the possibility of developing a fleet, a captain and even an island. This browser strategy will give you the opportunity to feel like a pirate.

Playing this turn-based strategy means feeling like a real pirate. The Sea Battle game will give you control and development exotic island to create a military base, your own fleet and a team of unique corsairs. Endless battles at sea await you, after which you can rest and recover on your personal island.

Game features

  • 2 battle modes
  • turn-based battles not only at sea, but also on the ship
  • the difficulty of the game automatically adjusts to the level of your captain
  • unique assistants will make the fleet stronger
  • the possibility of developing your own island
  • improvement of personal flotilla
  • learning unique abilities for different captains
  • the possibility of installing equipment on ships

The main objectives of the game

  • Creation and pumping of a personal fleet
  • development and equipment of the island for a military base
  • duel battles, mass battles and battles in the special mode "Battle of the Legions"
  • completing tasks that are scattered across large expanses of varied terrain

Start the game

Adventure browser strategy offers even now to feel this spirit of piracy and sea battles. It is enough to register and you can go to battle.

We present to your attention the online game Sea battle of the Browser strategy genre. Read the review of this game and start playing absolutely free right now.

The process looked like this. Each player drew a square field of 10 by 10 cells on the last page and placed ships on it. Important point: the opponent must not see anything. The verticals of the battlefield were marked with numbers from 1 to 10 from top to bottom, and the horizontals were marked with letters from left to right. At this preparatory work ended, and it was possible to start the battle.

War online

Today's schoolchildren love to play sea battle no less than their dads and grandfathers. But for this they do not need anything: no notebooks, no pens, not even an opponent. Shooting games can be arranged for free, fighting with a smartphone or computer.

Almost all sea battle games have two modes of play:

  • single,
  • for two.

That is, you can play by yourself, and for a couple with a friend. Which option is better, decide for yourself. We have prepared for you the coolest Online Games"Sea battle" available for free.

How to play

The gameplay of all war games in the series is simple. Two sets of buttons are used for control: arrow keys and letters WASD. Where there is no mode for two, the player generally operates with one mouse.

In the classic Sea Battle, each participant has 10 ships:

  • One four-deck battleship is the largest ship in the game,
  • Two three-deck cruisers,
  • Three double deck destroyers,
  • Four single-deck submarines or torpedo boats.

When placed on the field, the boats should not touch each other at the corners. Players take turns attacking. First one fires, then the other. If during his turn the gamer hits the opponent's ship (wounds him or immediately sinks), he gets the right to an additional shot. And if it turns out to be effective, then for another one. As soon as the player misses, the turn passes to the second participant. A naval battle lasts until the ships of one of the combatants in full force (all 10 pieces) go to the bottom.

The game develops strategic thinking and empathy for free. Only by imagining yourself in the place of the enemy, you can defeat him. Many famous personalities like the mathematician Yakov Perelman liked to fight in a sea battle at their leisure and even developed their own strategies for winning the game.

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! Here they will be like everyone else famous 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" - - - one more popular puzzle created especially 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 winner is the one who, after completely filling the field, has more of these signs.

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 (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 cannot place objects (ships) side by side either).

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" - into this square. If you sank the enemy's ship, then the opponent must say "-killed" - if you wounded the ship (that is, you hit the ship with more than one deck), then the opponent must say "-wounded"-. In case of hit in the opponent's ship, you continue "-shooting"-.
The game ends when one of its participants loses all ships.

6. Dots

Dots is a skill game 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. The 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.

A move is a broken line consisting of three segments, each of which is a diagonal or side of a 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 gone - 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 “-beats off”- from the sides). The goal is to score the ball into the goal.
An additional rule that we came up with in the class is to put the ball into a position from which it is impossible to get out 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, it is possible to fence off areas that can only be reached through a certain entrance to the labyrinth, if starting point is outside of 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

"-War of viruses"-. 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” - denotes crosses, circles and other evil spirits (each player has his own color or figure). Three “-viruses”- are exposed per move. Viruses begin their reproduction from opposite corner cells of the field. You can set "-virus" - only next to your other "-live virus"-. If there is a "-virus" - the enemy nearby, then you can eat it by painting the cell in your color. Secondarily, this cell "-overeat" - the enemy can no longer. Such formations are called "-fortresses"-. If the "-fortress" - touches at least one living virus of its color, then it is possible to create new "-viruses" - or there is an enemy farther from it anywhere. 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 enemy's fortress of eaten viruses, the game ends in a draw.

"-Bedbugs"-. Variation "-warriors of viruses"-. 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 circled by a frame and "-headquarters" - the environment of the "-main bug" - from 8 crosses in the corners of the sheet. Further, per turn, you can make 5 "-hods" - and not 3 as in the "-war of viruses"-. Game is conducted on destruction "-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 put 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 got close to the old "-main"-.

"-War"-. Very difficult variation "-warriors of viruses"-. 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 "-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 like 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.
In contrast to the "-war of viruses"-, new fighters can only be placed next to living fighters (or next to the "-live" - ​​fortress) of the corresponding type, provided that they have 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 initial form and not an abbreviation (not an abbreviation for the type of traffic police). 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 words KILO! The pyramid has another level:
LUKE
MOMENT
SHAWL
AWL
A DROP

The 2nd player sees the words FACE and SHIP, 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 entitles you to the next - in some versions of the game, you cannot shoot 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 finish 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. Maximum in classic version 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.

19. Dots and squares

The author of this game, the popularizer of mathematics and sciences, Martin Garner, considered it ?pearl 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 semi-closed constructions, to sacrifice, it was necessary to carry, several 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 any one letter each, 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 of 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 occupied place. 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.

Although now is a gadget time, there are always situations when you will have nothing but friends and a piece of paper. So memorize or write it down!

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.

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.

Tic-tac-toe on an endless field


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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.

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 cannot place objects (ships) side by side either).
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.

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.

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.

tanks



Two players draw 7-10? tanks? 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 he hit the tank, it was hit (the second? knocking out? fatal), and if it hit him exactly, the tank was 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 preliminary zeroing, does the game go into a stage very quickly? blitzkrieg ?, or rather, a swift denouement. The winner, of course, is the one who first shot the opponent's army.

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 existing ones? obstacles? .. As the field fills up, there is less and less free space, and at the end a sober calculation is needed to finish the game. A player who can no longer place his trait because everything is already blocked, losing.

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.

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.

Dots and squares



Did the author of this game, popularizer of mathematics and sciences Martin Garner, consider it? the pearl of logic games?.. Not 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, sacrifice, carry it necessary, a few squares in favor of the opponent, and then, when there is practically nowhere to bet, force him to make an unfavorable move (closing nothing)? and after that close most of the squares in one series.

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 any one letter each, 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 of 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, can play option? who will be the first to create a word, and not who will have more words.

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.

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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