Rules of the game "sea battle". Sea battles in the game sea battle - naval strategy

For example, to make it easier to deal with monsters at early levels, do not forget to use the help of captains during battles. Completing secondary quests and using skills will also help increase your strength.

Shipbuilding

Of course, no strategy about naval battles is complete without ships. To lead a flotilla into battle, you first need to build it. To build, open the “Shipyard” tab on the panel of the same name and select the desired ship. If there is not enough material, you will automatically be directed to the location where it can be obtained. Don't forget about the ship exchange function. With its help, you can exchange an attacking ship for a defending one, or an ordinary ship for an advanced one.


Ship classification

Keep in mind that as you level up in the game, you will gain access to the ship unlocking system. Every ten levels four ships will be unlocked:

  • Regular attack ship;
  • Advanced attack ship;
  • Regular defense ship;
  • Advanced defense ship.

Advanced ships can be easily identified by their crown icon.

Materializing materials

To succeed in the battle strategy, all initial equipment must be purchased in the Store. In the future, it can be improved by increasing its characteristics, but only in the Forge. If you want to combine materials or equipment, the option is also available in the Forge. When you don't have enough material, just click on the missing one, and the game will direct you to the place where you can get it.

Commanding the captains

Involves the use of assistant captains. Since it is not easy to manage an entire flotilla alone, you will have to enlist the help of experienced mercenaries, whom you can hire in the Tavern. You can assign an assignment to the captain in the Fleet tab, in the Captain panel. Simply drag the captain icon into one of the three fleet slots. This will allow you to call the captain for help during a ship battle.

Damage Increase

To develop as quickly as possible in Naval combat and use your potential as effectively as possible and win most difficult and dangerous battles, follow these simple tips:

  • Once you start the game, complete as many quests and story tasks as possible;
  • In the Tavern, hire the captain with the greatest potential;
  • Build more advanced ships;
  • If possible, improve and upgrade your equipment;
  • Study the stars in Astrology in time.

If the opponent has a ship at these coordinates (the coordinates are occupied), then the ship or part of it is “sinked”, and the one who gets caught gets the right to make another move. The player's goal is to be the first to hit all enemy ships.

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Classic sea battle

Rules for the placement of ships (fleet)

The playing field is usually a 10x10 square for each player on which a fleet of ships is placed. Horizontals are usually numbered from top to bottom, and verticals are lettered from left to right. In this case, the letters of the Russian alphabet are used from “a” to “k” (the letters “ё” and “й” are usually skipped) or from “a” to “i” (using the letter “ё”), or the letters Latin alphabet from "a" to "j". Sometimes the word "republic" or "snow maiden" is used, since in these 10-letter words not a single letter is repeated. Since there are various options specifying a coordinate system, it is better to agree on this in advance.

Placed:

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

Another variant of the name: -pipe (for example, two-pipe).

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

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

When you hit an enemy ship, a cross is placed on someone else's field; when a blank shot is fired, a dot is placed. The victim shoots again.

Sinking of enemy ships

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

The player making the move makes a shot - calls out loud the coordinates of the cell in which, in his opinion, the enemy ship is located, for example, “B1”.

  1. If the shot hits a cell that is not occupied by any enemy ship, then the response is “Past!” and the shooting player places a dot on someone else’s square in this place. The right to move passes to the opponent.
  2. If the shot hits a cell where a multi-deck ship is located (more than 1 cell in size), then the answer is “Wounded!” or “Got it!”, except in one case (see point 3). The player who shot puts a cross on someone else's field in this cell, and his opponent puts a cross on his field also in this cell. The player who shot is entitled to one more shot.
  3. If the shot hits the cell where a single-tube ship or the last unhit cell of a multi-deck ship is located, then the answer is “Killed!” or “Sunk!” Both players mark the sunken ship on the sheet. The player who shot is entitled to one more shot.

The winner is the one who is the first to sink all 10 enemy ships. The loser has the right to ask the opponent to study the playing field after the end of the game. If the loser finds any violation of the rules (see below), then the victory is awarded to him. The original winner may, in turn, ask the opponent for the playing field to look for violations. If he finds them, then the players compare each other's fields. If no discrepancies are noticed, then the game does not count (both lose). The one whose opponent's field is incorrect (and provably incorrect) will be a loser, and his opponent will be a winner. The game may also end earlier than when all ships are sunk if rule violations are noticed during the game. In this case, the loser will be the one who is found to have violated the rules, although he can also ask the opponent for the playing field to look for violations.

Violations

Winning strategy

Around each ship you can draw an area (one cell thick) in which there cannot be other ships - we’ll call this area halo of this ship. One of the winning strategies is described by Ya. I. Perelman. Let's call the player using this winning strategy Victor; Let's call the other player (not using Ya. I. Perelman's winning strategy) Peter.

Perelman's winning strategy is that Victor compactly places his multicellular ships in one of the corners of the field, “squeezing” into this corner as much as possible. Victor distributes single-cell ships evenly over the remaining parts of the field unoccupied by multi-cell ships. Most likely, Peter will relatively quickly discover that many of Victor’s ships are compactly concentrated in this corner, and will quickly destroy all of Victor’s ships, except for single-celled ones. After this, in order to find Victor’s single-cell ships, Peter will need to explore very large area, since the halos of Victor’s multicellular ships overlap, plus the lion’s share of the area of ​​the halos of ships pressed to the edge of the field ends up outside the field. Meanwhile, thanks to the fact that Peter overlaps less area halos than Victor's, Victor needs to explore a smaller area of ​​Peter's field than Peter needs to explore the area of ​​Victor's field.

As players hit each other's ships, the portion of Peter's field area not explored by Victor decreases faster than the portion of Victor's field area not explored by Peter decreases. Thanks to this, Victor explores Peter’s field with his moves-shots faster than Peter does Victor’s field, and, therefore, Victor will hit all enemy ships faster than Peter. In this case, Victor will suffer great losses (he will lose all his multicellular ships), but the rules of the game do not require him to strive for minimal losses, so Victor, having retained only single-celled ships, will be a winner compared to Peter, who will lose all his ships earlier than Victor.

Game options

There are variants of the game that differ in rules (common outside Russia). This mainly concerns the number and size of ships, for example, the Milton Bradley company's version is five-cell, four-cell, two three-cell and two-cell. There are options where the player can shoot more than once in a row. Also, a very different version is described in the book by Ya. I. Perelman "Entertaining Tasks and Experiments".

At 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 more than one) to the game. A mine is indicated by a circle inscribed in one cell. A cell with a mine should not touch ships, and if there is more than one mine, then other cells with mines.

If a player, as a result of his move, hits a mine (an enemy mine), then he must inform the owner of the mine (the enemy) the coordinates of one of his unaffected cells, occupied by any of his ships (a ship can have as many cells as he wants, but only one cell is given out). After this, the owner of the mine has the opportunity to shoot accurately (the given cell does not die when it hits the mine - in order for it to die, it must be shot; in other words, the mine only reports the coordinates of the ship). The owner of the mine is not obliged to hit the given square immediately - he has the right to shoot at it at any time. Since the shot at the given cell is accurate, the owner of the mine after this shot gets the right to take a second turn. A used mine is “extinguished” by placing a dot in the center of the circle (in the center of its cell).

The field size can be increased - for example, the size 16x16 or 18x18 allows you to conveniently use the entire size of a single notebook sheet. In this case, the number of figures can be increased - for example, as suggested by Ya. I. Perelman. Then, due to the increase in the number of armies and the size of the field, you can increase the number of mines (for example, up to three) and add a minesweeper to the game (say, one for each player). A minesweeper is designated by an isosceles triangle inscribed in one cell, so that the base of the isosceles triangle coincides with the bottom side of the cell, and the vertex opposite to the base lies on the top side of the cell, dividing the top side in half.

If a player, after making a move, ends up on a minesweeper, then he must give the enemy (the owner of the minesweeper) the coordinates of one of his mines that have not yet been triggered - so that the owner of the minesweeper knows that these coordinates of the given cell with a mine should not be walked on. A cell with a minesweeper should not touch cells with ships and mines, and also, if there is more than one minesweeper, and cells with other minesweepers. If by the time the minesweeper is triggered, the minesweeper does not have a single mine left, then the opponent of the similar one informs the similar one that he has hit a minesweeper, but the similar one does not give him anything.

Since hitting a mine or a minesweeper is not a success, but is a nuisance for the one who walked, then after such an unsuccessful move, the turn passes to the owner of the triggered mine or the triggered minesweeper. If you hit a mine, you cannot give a cell with a minesweeper instead of the coordinates of a ship cell. Mines and minesweepers are single-celled figures. Mines and minesweepers are not considered significant figures - therefore, if a player has only mines and minesweepers left, but all the ships are lost, and the other player does not have all the ships lost, then the game is considered over, and the first player is a loser.

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

Flying Dutchman [ ]

Unlike many other variants of naval combat, here each player has only one ship, with a number of decks from 5 to 8 (their exact number is discussed before the game). The game is played on a field of 20 × 20 cells. The ship itself can occupy cells vertically, horizontally and diagonally at the same time. If the ship of one of the players is hit by another player, then the first has the right to move his “Flying Dutchman” to any other place on the field, but he loses the damaged deck. All other rules are the same as in classic version sea ​​battle.

Computer implementations

There are many computer programs simulating the game. Computer implementations may differ in the presence of sounds, automatic designation of fields where a ship cannot be, etc.

Simple and exciting game, which they have known since childhood - sea ​​battle. The rules of the game are not very complicated; anyone can remember them. Sea battle is popular with adults and children; you can play it anywhere.

Rules of the game Sea Battle

The essence of the entertainment is that two players take turns calling certain coordinates on the opponent’s map, which is unknown to them. The named point must hit the ship or part of it. The task of each player is to sink all enemy ships first. There are several options for this game today:

  1. On paper. This method is considered a classic entertainment option. It allows you to play anywhere. A checkered notebook or one piece of paper (not even lined) is suitable for battle.
  2. Tabletop. The first version of such entertainment appeared more than 80 years ago. The board game sea battle was distinguished by its volume and colorfulness. Over time, many variations appeared with different numbers of ships and different field sizes.
  3. On the computer. Modern gadgets You can easily turn it into a battlefield for ships by downloading and installing the desired application. There are online gaming options. Features: selected points are recorded automatically, there is voice acting that adds reality to what is happening.

Field

To understand how to play sea battle, you need to understand the basic concepts. You need to start by drawing your playing field. It is a coordinate plane, a 10 by 10 square. Each side has its own definitions: the horizontal side is numbered from top to bottom, the vertical side is numbered with letter designations. The letters of the Russian alphabet from “A” to “K” or from “A to “I” are used if “Ё” and “Y” are omitted. Often instead letter designations the words “Snow Maiden” or “Republic” are used. They consist of ten letters, which corresponds to 10 squares on the playing field.

Next to “your” field you need to draw a “foreign” field, which has the same dimensions and coordinates. This is a site for the enemy flotilla. The field is empty and is used to mark your moves and your opponent’s “hits.” Given that there are several coordinate system options, it is recommended to agree in advance which one will be used. Next you need to arrange the ships.

Number and arrangement of ships

There is a certain layout of ships on the playing field. The ship consists of several decks or pipes (hence the name, for example, “double-deck” or “double-pipe”). On the playing field there are:

  • 1 four-deck, ship, battleship, - a row of four cells,
  • 2 three-deck cruisers, rows of 3 cells;
  • 3 double-deckers, destroyers, – rows of 2 cells;
  • 4 single-deck ships, torpedo boats, – 1 cell.

IN classic game Drawing ships on the playing field is necessary according to the rules. For example, all ships cannot touch each other with their sides or corners. There are variants of the game when ships are placed in the letter “L”, squares or zigzags, touching the corners is not prohibited. There are also battles with a different number of ships or their structure, for example, a five-deck (aircraft carrier), several four-deck. Using more For ships, a different field shape is used, measuring 15 by 15. It is necessary to decide on the choice of game in advance.

Progress of the game

Playing sea battle on paper must be in accordance with certain rules. The instructions determine the conditions and sequence of moves:

  1. Initially, it is chosen who will go with the first. To do this, players cast lots.
  2. When making a “shot”, the player names the coordinates, for example, B3.
  3. If there is nothing in the cell, the opponent says “by.” The ship is located at the named coordinates, then it is “wounded” - if it is hit, “killed” - when it is completely destroyed.
  4. A cross indicates a hit on an enemy ship. With such a successful shot, according to the rules, the player takes a second turn. The right to move is transferred to the second player if the shot lands on an empty field.
  5. The winner is the one who sinks all his opponent's ships first.
  6. At the end of the game, opponents can request each other's playing fields for verification. The loser will be the one whose fields are filled in incorrectly. Victory goes to the one who fought a fair fight.

There are certain restrictions in the game. The game may end early if rules are not followed. The following are considered gross violations:

  1. Incorrectly drawn field - the number of vessels exceeds the required number, the side dimensions or coordinate system are incorrect.
  2. One of the players spied the location of the other's ships.
  3. Skipping a move due to inattention.

Winning strategy

A simple battle is not based solely on luck. To achieve victory, there is a strategy and tactics for playing naval battle. It is as follows:

  1. The sheet with the lined field must be held so that the enemy cannot see.
  2. For convenience and reporting, it is recommended to mark enemy shots with dots.
  3. The most vulnerable ships are the battleship and torpedo boat. The first one is very large, so it is easy to spot. Torpedo boats are small and difficult to find on the field, but they sink with one hit.
  4. Beginners often aim at the corners of the playing square, so drawing them there is not recommended.
  5. Experienced players advise immediately coming up with a layout for the ships on the field. Good results can be achieved by arranging flotilla units according to a pattern. For example, by gathering cruisers and battleships in one place, and placing boats and destroyers in a chaotic order.
  6. Techniques for shooting at a flotilla can be different. To quickly destroy a battleship, it is recommended to start searching for it diagonally. You need to shoot at squares on 4, through 3 cells. Then you need to move in descending order: look for three-decker, two-decker and single boats.

Video

Almost everyone in our country knows the rules of the game "Battleship". This is one of the most famous, popular and simple board games, however, it is highly interesting and has a variety of rules. The principle of "Sea Battle" is very simple - you place your ships on a 10x10 field, and your opponent places his.

just like in a regular board game - but now with a stylish board, ready-made ship pieces and convenient screens.

Inside the box board game there are two "fleet admiral's suitcases", which are sets with a field and a screen. The suitcase does not open completely, blocking its top

cover the field from prying eyes. Both parts contain mounts for ships or shot chips, which allows you to very conveniently and clearly mark the situation at sea.

Shots are fired until the first miss or simply one at a time;

Ships cannot be placed diagonally;

Ships cannot touch each other, including diagonally.

The game "Sea Battle" is not only exciting, but can also help develop your child's intelligence. One winning strategy in particular is to minimize the space occupied

“long” ships, that is, placing them in one of the corners of the field, which allows you to maximally cover the “dead sectors” around each one - and distribute small torpedo boats over the rest of the field so that the opponent takes a very long time to look for them. Such a strategy has a lot of nuances, but the most important thing is to reach it on your own, understanding that even a 90% loss at the very beginning is the norm when the goal is to win.

Equipment:

  • 2 playing fields;
  • 2 cruisers;
  • 6 destroyers;
  • 2 aircraft carriers;
  • 8 torpedo boats;
  • 2 submarines;
  • 320 white chips;
  • 80 red chips;
  • 2 suitcases.
  • Reviews for the board game Battleship

    Alyona

    For me, there is nothing better than the classic version on paper. Both cheap and cool.

    Answer: Cheap, yes. But it’s much cooler and more enjoyable when you have a convenient playing field and model ships in front of your eyes. This set is convenient to take with you and you don’t have to worry about the paper tearing or not having anything to write with.

    Elena

    The game is wonderful! I ordered for my nephews New Year(received for Christmas - delay at the post office). Children are delighted, adults too)))) There are spare “bombs” of 20-25 pieces. The only drawback is that the suitcases do not latch. In general, as it is fashionable to say now, the game develops thinking, logic, attention, memory and fine motor skills))))

    Answer: Glad you liked it and thank you for the excellent review of the game! To be honest, there is nothing to add. Indeed, this game is a living classic and many will think why buy it if you can play it on a piece of paper? But it’s still much more exciting to immerse yourself in the world of naval battles, seeing live model ships in front of you!) As for the mail, unfortunately, this is not surprising and therefore we always recommend buying gifts in advance or using the services of courier services, if available for your region .

    Olga

    We went to visit our 6-year-old nephew. Bought the game at a quick fix since we didn’t have time, but we’ve known the game since childhood. As a result, the nephew, in wild delight, has not been letting everyone live in peace for several days, asking him to play Naval War =)

  • "Battleship"- a game for two participants in which players take turns naming coordinates on a map unknown to them opponent. If the opponent has a ship at these coordinates (the coordinates are occupied), then the ship or part of it is “sinked”, and the one who gets caught gets the right to make another move. The player's goal is to be the first to sink all enemy ships.

    Classic sea battle

    Rules for the placement of ships (fleet)

    The playing field is usually a 10x10 square for each player, on which a fleet of ships is placed. Verticals are usually numbered from top to bottom, and horizontals are lettered from left to right. In this case, letters of the Russian alphabet from “a” to “k” are used (the letters “ё” and “y” are usually skipped) or from “a” to “i” (using the letter “ё”), or letters of the Latin alphabet from “ a" to "j". Sometimes the word "republic" or "snow maiden" is used, since in these 10-letter words not a single letter is repeated. Since there are various options for specifying a coordinate system, it is better to agree on this in advance.

    Placed:

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

    Another variant of the name: -pipe (for example, two-pipe).

    When placed, ships cannot touch each other at their sides or corners. However, there are options when touching the corners is not prohibited. There are also variants of the game when ships can be placed in the letter “G” (“three- and four-deck”), in a square or zigzag (“four-deck”). In addition, there are options with a different set of ships (for example, one five-deck, two four-deck, etc.) and/or a different field shape (15x15 for five-deck (aircraft carrier)).

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

    When you hit an enemy ship, a cross is placed on someone else's field; when a blank shot is fired, a dot is placed. The victim shoots again.

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

    Sinking of enemy ships

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

    The player making the move makes a shot - calls out loud the coordinates of the cell in which, in his opinion, the enemy ship is located, for example, “B1”.

    1. If the shot hits a cell that is not occupied by any enemy ship, then the response is “Past!” and the shooting player places a dot on someone else’s square in this place. The right to move passes to the opponent.
    2. If the shot hits a cell where a multi-deck ship is located (more than 1 cell in size), then the answer is “Wounded!” or “I got it!”, except in one case (see point 3). The player who shot puts a cross on someone else's field in this cell, and his opponent puts a cross on his field also in this cell. The player who shot is entitled to one more shot.
    3. If the shot hits the cell where a single-deck ship is located, or the last unhit cell of a multi-deck ship, then the answer is “Killed!” or “Sunk!” Both players mark the sunken ship on the sheet. The player who shot is entitled to one more shot.

    The winner is the one who is the first to sink all 10 enemy ships. The loser has the right to ask the opponent to study the playing field after the end of the game. If the loser finds any violation of the rules (see below), then the victory is awarded to him. The original winner may, in turn, ask the opponent for the playing field to look for violations. If he finds them, then the players compare each other's fields. If no discrepancies are noticed, then the game does not count (both lose). The one whose opponent's field is incorrect (and provably incorrect) will be a loser, and his opponent will be a winner. The game may also end before all ships are sunk if rules violations are noticed during the game. In this case, the loser will be the one who is found to have violated the rules, although he can also ask the opponent for the playing field to look for violations.

    Violations

    Winning strategy

    Around each ship you can draw an area (one cell thick) in which there cannot be other ships - we’ll call this area halo of this ship. One of the winning strategies is described by Ya. I. Perelman. Let's call the player using this winning strategy Victor; Let's call the other player (not using Ya. I. Perelman's winning strategy) Peter.

    Perelman's winning strategy is that Victor compactly places his multicellular ships in one of the corners of the field, “squeezing” into this corner as much as possible. Victor distributes single-cell ships evenly over the remaining parts of the field unoccupied by multi-cell ships. Most likely, Peter will relatively quickly discover that many of Victor’s ships are compactly concentrated in this corner, and will quickly destroy all of Victor’s ships, except for single-celled ones. After this, in order to find Victor’s single-celled ships, Peter will need to explore a very large area with his moves-shots, since the halos of Victor’s multicellular ships overlap, plus the lion’s share of the area of ​​the halos of ships pressed to the edge of the field turns out to be outside the field. Meanwhile, due to the fact that Peter's halo area overlaps less than Victor's, Victor needs to explore a smaller area of ​​Peter's field than Peter needs to explore the area of ​​Victor's field.

    As players hit each other's ships, the portion of Peter's field area not explored by Victor decreases faster than the portion of Victor's field area not explored by Peter decreases. Thanks to this, Victor explores Peter’s field with his moves-shots faster than Peter does Victor’s field, and, therefore, Victor will hit all enemy ships faster than Peter. In this case, Victor will suffer great losses (he will lose all his multicellular ships), but the rules of the game do not require him to strive for minimal losses, so Victor, having retained only single-celled ships, will be a winner compared to Peter, who will lose all his ships earlier than Victor.

    Game options

    Pre-revolutionary chips for playing "Battleship"

    Board version of the game

    Folding version of the game

    Portable version of the game

    There are variants of the game that differ in rules (common outside Russia). This mainly concerns the number and size of ships, for example, the Milton Bradley company's version is five-cell, four-cell, two three-cell and two-cell. There are options where the player can shoot more than once in a row. Also, a very different version is described in the book by Ya. I. Perelman "Entertaining Tasks and Experiments".

    With a standard field size (10x10) and a standard set of ships (1x4 + 2x3 + 3x2 + 4x1), you can add one mine (or more than one) to the game. A mine is indicated by a circle inscribed in one cell. A cell with a mine should not touch ships, and if there is more than one mine, then other cells with mines.

    If a player, as a result of his move, hits a mine (an enemy mine), then he must inform the owner of the mine (the enemy) the coordinates of one of his unaffected cells, occupied by any of his ships (a ship can have as many cells as he wants, but only one cell is given out). After this, the owner of the mine has the opportunity to shoot accurately (the given cell does not die when it hits the mine - in order for it to die, it must be shot; in other words, the mine only reports the coordinates of the ship). The owner of the mine is not obliged to hit the given square immediately - he has the right to shoot at it at any time. Since the shot at the given cell is accurate, the owner of the mine after this shot gets the right to take a second turn. A used mine is “extinguished” by placing a dot in the center of the circle (in the center of its cell).

    The field size can be increased - for example, the size 16x16 or 18x18 allows you to conveniently use the entire size of a single notebook sheet. In this case, the number of figures can be increased - for example, as suggested by Ya. I. Perelman. Then, due to the increase in the number of armies and the size of the field, you can increase the number of mines (for example, up to three) and add a minesweeper to the game (say, one for each player). A minesweeper is designated by an isosceles triangle inscribed in one cell, so that the base of the isosceles triangle coincides with the bottom side of the cell, and the vertex opposite to the base lies on the top side of the cell, dividing the top side in half.

    If a player, after making a move, ends up on a minesweeper, then he must give the enemy (the owner of the minesweeper) the coordinates of one of his mines that have not yet been triggered - so that the owner of the minesweeper knows that these coordinates of the given cell with a mine should not be walked on. A cell with a minesweeper should not touch cells with ships and mines, and also, if there is more than one minesweeper, and cells with other minesweepers. If by the time the minesweeper is triggered, the minesweeper does not have a single mine left, then the opponent of the similar one informs the similar one that he has hit a minesweeper, but the similar one does not give him anything.

    Since hitting a mine or a minesweeper is not a success, but is a nuisance for the one who walked, then after such an unsuccessful move, the turn passes to the owner of the triggered mine or the triggered minesweeper. If you hit a mine, you cannot give a cell with a minesweeper instead of the coordinates of a ship cell. Mines and minesweepers are single-celled figures. Mines and minesweepers are not considered significant figures - therefore, if a player has only mines and minesweepers left, but all the ships are lost, and the other player does not have all the ships lost, then the game is considered over, and the first player is a loser.

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

    In some versions of the game there is a so-called "submarine". On the playing field it is indicated by a diamond inscribed in a cell and always occupies one cell, that is, it is “single-deck”. A "submarine" can be in contact with any ship in its fleet, but not be "under" it, that is, not in the same cell. When one player hits the “submarine” of the second player, the “submarine” sinks, but fires a dying shot at its own coordinate of the first player’s field. Thus, the game becomes more complicated, since there may be a “submarine” in the single-cell halo of a sunken ship.

    Flying Dutchman [ ]

    Unlike many other variants of naval combat, here each player has only one ship, with a number of decks from 5 to 8 (their exact number is discussed before the game). The game is played on a field of 20 × 20 cells. The ship itself can occupy cells vertically, horizontally and diagonally at the same time. If the ship of one of the players is hit by another player, then the first has the right to move his “Flying Dutchman” to any other place on the field, but he loses the damaged deck. All other rules are the same as in the classic version of sea battle.

    Computer implementations

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