Old board game battle download and print. Board game "Sea Battle" (description, tactics, rules, varieties). Options with a “submarine”

All today's parents were once children. They played on the street, asked their mothers and fathers for toys, rejoiced at simple little things, and took their first steps towards their future life. They also played board games, which they try to share with their children. Parents want to introduce children to the culture they received in their childhood.

Every year a lot of entertainment for children is invented and developed. The games look very colorful, bright, beautiful. It seems that old entertainment has no way to compete for an audience, but the essence of board games is not appearance, but in semantic content.

This is largely why “Battle”, which has all the attributes necessary for a strategic board game, does not become outdated. A well-known analogue of this game is.


Package

Game description

The Soviet board game “Battle” occupied boys from the USSR for hours, days, weeks. Girls joined them. Serious battles unfolded. Combat involves real battles. For example, the Northern War of 1700-1721 between Russia and Sweden or battle of Borodino Patriotic War 1812. The goal of the competition is to capture the enemy flag. The winner is the one who can do this first.

The main advantage of this game in our time is the ability to print it yourself, without running around looking for it in stores, without spending a lot of money. Because “Battle” is interesting for its “filling”, its ability to awaken in players the desire to fight like a man, to beat their opponents. Modern teenagers can give their parents a gift, arrange a tournament for them in this activity.

Difficulty level

The game was released a long time ago, at a time when every cartoon, book, movie or box of tabletop entertainment did not yet indicate the age of the users to whom these things were available. “Battle” cannot be called a difficult task, but in order to win you always need to be attentive, careful, a little cunning, and thoughtful. In the USSR, entire yards of children played board attack. Children and teenagers who were older participated.


The Soviet board game occupied boys from the USSR for hours, days, weeks

Number of players

Despite the fact that there are a lot of characters in the "Battle", only two people can fight in one party. In the USSR, the guys organized entire tournaments that could last the whole day. Everyone waited their turn, and the strongest remained until the evening to identify the best participant. Even adults came to watch such battles.

What does the game develop?

In the Soviet Union, most children's activities and entertainment were primarily aimed at their development, so “Battle” belongs to them. She can teach young guys a lot. Therefore, today's parents are looking for this board to instill in their children useful skills and good qualities.

What the lesson teaches:

  • Strategic thinking. The entertainment received the second name “Stratego” for a reason. It teaches you to correctly distribute your strength, to think several steps ahead.
  • Patriotic mood. Protecting the Motherland is an important male duty. The game gives a child a patriotic mood, a desire to save and protect his native land in any situation.
  • Fight until victory. Nobody likes to lose, but Stratego is what makes participants feel defeated when they lose. Therefore, the participants fight persistently and confidently.
  • Attentiveness. To win, you need to constantly monitor what your opponent is doing, his every move.
  • Ability to work with hands. Early versions of the game suggested that the player himself must assemble his army, equipment, and locations. To do this, I had to spend hours gluing, expressing, and sometimes even painting.

Mothers and grandmothers bought Stratego for their children so that the children could learn all these things without adult intervention. They learned from personal experience.

What's in the set?

The old boards looked different from the current ones, but they brought no less joy. Many had to glue their own army, background, weapons, and so on. However, Stratego was a wonderful gift for a birthday or any other occasion. Now it is difficult to find it in stores or on websites, but you can print it yourself and do the same work.

What is inside:

  • Playing board.
  • Two figure sets (red and blue). Each set contains 40 figures of 12 different values.

Advantages:

  • Banner (1).
  • Marshall (1).
  • General (1).
  • Colonel (2).
  • Major (3).
  • Captain (4).
  • Lieutenant (4).
  • Sergeant (4).
  • Miner (5).
  • Scout (8).
  • Spy (1).
  • Bomb (6).

The number of advantages in the set is indicated in brackets.

Game set

Rules and course of the game

At the beginning of the competition, it is determined who will get which color. Players can decide this in any way: drawing lots, rolling dice, or any other decision. After this, the participants place their pieces on the field, developing their own tactics, but observing the general rules of placement.

An important step in this matter is to hide the merits of each piece from your opponent. The next action will be Red's move, after which the players take turns making their move. An attack can be made by any of the figures, except bombs and banners, which remain in place.

The main goal of the Stratego is to capture the banner of your enemy. You can quickly search for the banner, unravel the system with which it is defended, hack it and capture the trophy before your opponent. Usually the banner is defended with bombs, which leads opponents to guess the location of the target. Some players, wanting to confuse their enemies, scatter bombs throughout the field, while leaving a few to protect the banner.

If a player loses his scout, he risks suffering heavy losses.
If a participant is not afraid to take risks, he places several figures of high military ranks on the front lines. This method destroys a significant part of the enemy army. However, the loss of these significant figures could greatly weaken the army.

It is better to save miners for defusing bombs and not put them into regular battles.
A spy who can easily be put in danger is best protected until you determine where your enemy's marshal is located. After this, try to destroy the marshal using cunning tactics and maneuvers.

Use your memory and attentiveness. When mutual battles take place, opponents can see the location of some of each other's pieces. If you remember them, it will make your future battles easier.


Entire battles unfold during the game

Who will like it?

Currently, "Battle" is difficult to find on store shelves or even on websites. However, people still continue to play it. Adults tell their children, grandparents find old boxes on the mezzanine, show their grandchildren and start serious battles.

Who likes:

  • Children of the USSR. All the youth who were born in times Soviet Union, still fondly remembers this board game and is looking for the lost game at home. If today's teenagers don't know what to give their mom and dad, then Stratego will help them out a lot.
  • For adults and children who want to try themselves in the military field.
  • Boys who dream of becoming soldiers.
  • People of the old school.
  • Girls who are not afraid to fight.
  • Groups of teenagers who don't like to waste time.
  • Families who love to have fun evenings at home.

The “battle” will always be relevant.

Impressions from the game

Board game“Battle” was released back in the years of the USSR and was received very warmly and cordially. The guys organized tournaments and competitions and did the real thing. Parents have always supported this activity, because Stratego instills good qualities in children and teaches useful things. Some mothers and fathers still use Stratego as their first military textbook and personal educator.

I recently found a photo on the Internet with a fragment of my favorite childhood game, “Battle.” There is no other information about this game on the Internet, so I decided to write short review to this unique tabletop strategy game, in which real battles unfolded between two paper armies...

Board game "Battle"

It was a box whose contents included a large playing field consisting of two or three (I don’t remember) sheets of thick cardboard. There are many sheets with patterns of headquarters, redoubts, fences, bridges, cannons, gunners, infantry, cavalry for two armies. Two game cubes, red and green, and of course instructions. Judging by the uniform, it was about the battles of the Northern War of 1700-1721, between Russia and Sweden.

Before making the first move in the game, you had to work hard. Cut out all the patterns, glue together soldiers, guns, redoubts, bridges and other buildings. This work lasted about 2 weeks, but upon completion there were two real armies.

Before the start of the battle, each player placed his troops on his own territory, which was limited by the river. The river could be crossed by two bridges (the player installed them himself) or through a ford that was on the map. The player had at his disposal: two bridges, several redoubts different sizes, several fences, a headquarters, two cannons (one of them a mortar), six gunners (three per cannon), infantry and cavalry. The goal of this battle is to capture the enemy headquarters! The headquarters was considered captured if there were at least three soldiers of any kind of troops on the squares adjacent to it. It was from this strategic goal that the entire arrangement followed.

After the troops took their positions, the battle itself began, which lasted for hours. The player making the move threw one or two dice of a certain color:

  • Only a red die meant that the player was firing with artillery, the number on the die was multiplied by five, a countdown was made from the guns and a radius of five cells, all manpower was destroyed. You can shoot with a cannon or a mortar, and if you shoot with a cannon, then there should be no obstacles in the path of the cannonball. The mortar fires with a canopy, its core flies over all obstacles.
  • Only a green cube means the player is moving as cavalry. Multiply the number rolled on the die by two. Cavalry moves with three horsemen; if they attack, then the move should only be in a straight line, without maneuvering. All enemy personnel in the path of the attacking cavalry are destroyed. The cavalry doesn't fire.
  • Both dice are infantry. Six people walk and shoot. The move is made on the green cube, and shoots on the red one, multiplying its number by three. Infantry can go into bayonet formation, according to the same rules as cavalry (only in a straight line), in which case the shot is lost. During a normal shooting movement, each infantryman can change direction no more than once. You cannot move less than the number rolled on the die. After the move, a shot is fired. The first one to be in the path of the bullet is considered killed. You can shoot without moving, in this case the move is lost.

The redoubt is bulletproof, unlike a fence. An infantryman who is standing on an adjacent square with a redoubt (or another soldier) can shoot through it. In this way, the second rank or soldiers who took cover behind the redoubt can shoot. When infantry overcomes a fence or redoubt, the entire turn is wasted (the number on the die does not matter), the infantryman is placed on the other side of the obstacle without firing. Cavalry freely overcomes obstacles. If the number of moves falls directly on the redoubt or worries, then it stops in front of it. Similar

On the polar and southern seas, Along the bends of green swells, Between basalt and pearl rocks The sails of ships rustle. The fast-winged ones are led by captains, discoverers of new lands, for whom hurricanes are not terrible, who have tasted maelstroms and shoals... N. Gumilyov, "Captains" What is the game "Battleship" about?

All children (especially boys different ages)) are attracted to military-themed games, with the most interesting being war games combined with naval romance. Few of them male half The combination of exciting battles and sea adventures can leave humanity indifferent. That is why the game with the long-familiar name “Battleship” has never lost its popularity.

Besides traditional "Sea battle" using ballpoint pen and a sheet of checkered paper, there are a huge number of varieties of this game, many of which are made in desktop version. Variants of "Sea Battle" have a variety of designs, different levels of complexity, numerous additional features. And, of course, all options differ in size and price, but retain the main idea of ​​this board game - this is a naval battle, a battle, i.e., a battle between two powerful fleets.

Not all boys who are interested in “Battleship” will become sailors or, especially, admirals. But the qualities they develop while fighting the enemy will be useful to them in adulthood. The main thing is that they will learn to win and not give up, learn the basics of tactics and psychology, and will rejoice in their achievements, starting with small things - the game.

Game description

The board game “Sea Battle” is designed for two players. Once upon a time, this game was played with a pen and a lined sheet of paper. Despite such modest equipment, the naval battle was still exciting and captivating. The boys could sit at their desks for hours, creating more and more new tactical situations, thinking through the strategy of their attack on the enemy. The goal of the game has never changed. It consists of sinking the entire enemy fleet. This is not as easy as it might seem, since just being a good shooter is not enough to win. It is very important to be able to structure the game in such a way as to hinder the enemy, prevent him from realizing his plans, causing confusion in his ranks, and disrupting the strategy.

How to play (rules of the classic game “Battleship”, game progress)

Two players play. Each of them needs a piece of paper (preferably checkered), a pencil or a pen. The game begins with preparing the field. Two squares of 10×10 cells are drawn on a piece of paper. On one of them they will deploy their ships, in the other they will “fire” on enemy ships. The sides of the squares are signed with letters horizontally and numbers vertically. You need to agree in advance which letters will be written (the main debate arises whether or not to use the letter “Y”). By the way, in some schools, instead of the boring alphabet, they write the word “REPUBLIC” - it just contains 10 non-repeating letters. This is especially useful for those who have never mastered the alphabet.

Ship placement

Next, the deployment of fleets begins. The classic rules of naval combat say that there should be 4 ships of one cell each (“single-deck” or “single-tube”, “boats” or “submarines”), 3 ships of 2 cells each (“destroyers”), 2 ships of 3 cells each (“destroyers”). cruiser") and one - a four-deck "battleship". All ships must be straight; curved or “diagonal” ones are not allowed. The ships are placed on the playing field in such a way that there is always a gap of one square between them, that is, they should not touch each other either with their sides or corners. In this case, ships can touch the edges of the field and occupy corners.

Ship types

The actual game

Before the start of hostilities, players cast lots or agree on who will go first. When the ships are placed, the players take turns firing, naming the squares by their “coordinates”: “A1”, “B6”, etc. If the shot hits a square not occupied by any enemy ship, then the answer 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. 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. 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. 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 game is played until one of the players completely wins, that is, until all the ships are sunk. At the end of the game, the loser can ask the winner to look at his arrangement of ships.

Mastery (Battleship tactics)

If you think that sea battle is a game built solely on luck and luck, then you are mistaken. In fact, it contains both strategy and tactics, which we will talk about in conclusion. So - about tricks and also various honest and not so honest methods of playing sea battle: First of all (and this is the most important thing!), you need to keep your sheet of ships so that the enemy cannot spy on your location;

Be sure to keep a record of your own and other people's moves, marking them with dots. This will prevent shots fired at the same cells;
After sinking an enemy ship, also surround it with points so as not to shoot at places where there are obviously no ships;
You should not place ships in the corners of the field: usually newbies shoot at them first. However, exceptions will be discussed below;
It is necessary to develop a strategy for placement. An uneven distribution of ships gives a good result: gather all the “large” ships into one or two dense groups, and hide the remaining “single-deck” ships separately in secret places on the playing field. In this case, the enemy will quickly identify and destroy the group of large ships, and then will spend a long time searching for the remaining small ones;
Having killed a large ship, the enemy surrounds it with dots. This means that, having found a “four-decker”, the enemy immediately opens (4+1+1)*3 = 18 cells (that is, 18% or almost 1/5 of the field). “Three-decker” gives 15 cells (15%), “double-decker” - 12%, and “single-decker” - 9%. If you place the “four-decker” against the wall, then it will allow you to open only 12 cells (10 for a three-decker, 8 for a two-decker). If you place the “four-decker” in a corner, it will allow you to open only 10 cells (8, 6 and 4, respectively). Of course, if the enemy realizes that all the ships are on the edge, he will quickly sink them. Therefore, it is better to use this advice in combination with the previous one.
Shooting tactics can also be different. However, it is best to start destroying enemy ships by looking for a “four-decker”. To do this, you can shoot diagonally, or draw a diamond, or shoot through 3 cells to the fourth. As soon as a four-deck ship is found, we look for three-deck ones, then two... Of course, during the search process we will come across “all sorts of little things” and make adjustments to the plans.
Here’s a dishonest way: arrange all the ships except the last single-deck (it will serve as the Elusive submarine). And he will be placed (and killed) only in the last remaining cell. It's quite easy to combat this: let the players place ships in one color and fire in another. It is possible, for example, for players to have pens or pencils of different colors and, after arranging the ships, simply exchange pens.

Game options

Complicated "Battleship"

"Volley"

This complicated version"Sea Battle" requires a more thoughtful approach from players. The fields for your own and foreign fleets remain the same, but the ships used and the principle of the game change somewhat. Each player now has one « battleship » (five squares), one « cruiser » (three cells) and two « destroyer » (two cells). The ships are distributed across the field according to the rules stated above. But, unlike “Naval Battle”, in which you can fire three shots per turn, in the “Valley” game as many as seven are fired: three for the battleship, two for the cruiser and one each for the destroyers. The enemy notes where the shots hit on the field of his fleet, but does not specify which of the shots was effective. Instead, he might say "one hit on the cruiser and one on the destroyer." If the ship was hit more than once, this must also be reported.

After this, the ships of the second player fire a salvo, and at this time the first player must think carefully about which cells he should shoot at on his first move in order to find out which of his first hits were accurate.

A ship is considered sunk when all its cells are damaged, and players must report this immediately. This is very important because the number of shots next player will be reduced by the number provided by the lost ship. Therefore, if you lose a battleship, your firepower will be reduced by three units and the next time you will only have four shots. As in “Battleship,” the winner is the one who sinks all the enemy ships first.

Exist game options, differing in rules (distributed mainly outside of Russia). This mainly concerns the number and size of ships, e.g. version of the Milton Bradley company- 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 Problems and experiments."

With a standard field size (10×10) and a standard set of ships (1×4 + 2×3 + 3×2 + 4×1), you can add one mine(or more than one). 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.

Options with a “submarine”

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.

Option "Flying Dutchman"

Unlike many other variants of "Sea Battle", here each player has only one ship, with the number of decks from 5 to 8 (their exact number is 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.


Hmm...did someone say "The Flying Dutchman"?

"Spaceships"

Large-scale naval battles are a heritage of a bygone century, so many children will prefer to play “ Spaceships" - disguised "Battleship". Replace the battleship with an intergalactic rocket ship, the cruiser with a laser frigate, the destroyer with a space infantry transport, and the boat with a fighter, or let the kids come up with their own names - and here's a new game for you.

Tabletop versions of "Sea Battle"

As we have already said, a number of companies have implemented “Battleship” in the format of a board game. The following most successful options should be mentioned.

"Battleship" by Stellar. The classic board game “Battleship” from Stellar is made of safe plastic. The items are small, but well packaged and brightly colored. If a chip suddenly rolls somewhere, it is easy to find. Game boxes are very similar to laptops. Children really like this because it creates the illusion of playing on the computer - the most favorite pastime of gamers of all ages.

Many travelers take board games with them on the road, and Battleship is no exception. Travel version from Hasbro Games convenient, compact, helps pass the time and make new friends and acquaintances while traveling. After all, everyone loves to play! Of course, no one will miss the opportunity to fight with you in a sea battle if this beautiful and original box is on the table.

The original Battleship game set is offered by DJECO, who developed the original bright design of game cards for this board game aimed at primary schoolchildren.

Electronic game "Sea Battle". In addition to the colorful mechanical version, there is an equally attractive model - the electronic board game “Battleship”. Here, too, the task is to be the first to destroy the enemy fleet. Only for this you need to indicate the coordinates for the “shelling”. If the point on the map that the player names coincides with the location of the ship, then the ship is considered shot down. To make it easier to follow the progress of the game, a special field records all shots, including those that did not reach the target. This set includes two game boards, the covers of which are used to count shots. Each player receives a set of ships, which he places at his discretion on the playing field provided to him. The set also contains multi-colored chips. They serve to record attacks on the enemy: hits are marked with one color, and misses with the other.

Battery powered sea battle. Many children enjoy board games with beeps. The battery-powered board game “Battleship” will delight you with good sound and various effects that create the illusion of the operation of real military equipment.

Special mention should be made of the game "Sea battle" with balls. The destruction of ships of the enemy flotilla can be carried out with small balls that roll out onto the playing field of the board game “Sea Battle”. This version of the game is suitable even for the youngest children, since it does not require the ability to read coordinates and think through the location of ships. The mechanical design allows you to shoot accurately and send shells at the enemy flotilla, which knock out ship figures. Even a child preschool age, and it is recommended for children from five years old, will easily cope with such a task and will play the board game “Battleship” along with older children.

Who is this game for?

This board game is recommended for children from seven years old, because battles in a certain coordinate system can be played by children with well-formed abstract thinking, who imagine the enemy’s playing field in their minds and think through their own strategy.

Sea battle for every taste

The board game “Battleship” for two is entertainment not only for children. Adults also enjoy spending their leisure time in fights. Thus, the tabletop version with balls allows grandfather and grandson to play at the same table, and their chances of winning are equal. This adds excitement and brings generations closer together in emotional experiences.

If a child loves gadgets, then “Battleship” (board game) - the electronic version with interesting sound signals will captivate him more than a mobile phone.

Similar games

In addition to “Battleship,” there are similar games on paper, most of which are also aimed at children over six years old.

1. Tic-tac-toe

This is the most famous of these games. A playing field of 3 by 3 cells is drawn (9 cells in total). Players take turns making moves, placing a cross or a zero in an empty cell. The goal of the game is to build a line of 3 crosses or toes horizontally, vertically or diagonally. It is extremely difficult to win in this game; basically the game comes down to a draw and more than one game is played.

2. Tanks

To play, you need an A4 piece of paper, folded in half (you can take any notebook sheet). Two players draw 10 tanks, each on their own half of the sheet. Having finished the alignment of forces, the players begin to “fire” at each other in this way: a shot is drawn on their half of the field, then the sheet is folded in the middle and the shot, visible through the light, is marked on the second half of the field. If a shot hits a tank, it is considered “knocked out” and another additional shot is needed to destroy it. If the player hits the tank directly, then one shot is enough.
Each successful shot entitles the player to the next shot. To make the game more difficult, you can introduce a ban on the next shot at a tank that has just been knocked out.

3. Palms

This game can be played even with young children who are already familiar with numbers.
It will help you learn to quickly navigate numbers and concentrate.
To play, you will need two sheets of checkered paper; on each sheet, the player traces his palm. Now, in the space limited by the picture, numbers from 1 to... Here you need to agree in advance. Then the game begins. One player calls an arbitrary number, the other at this time tries to find this number on his palm, and the first, meanwhile, quickly puts crosses in the cells on his sheet, starting from the top left cell. The winner is the one who fills all the cells of his field with crosses faster.

4. Points and segments

The conditions of this game on paper are simple: put several dots on a piece of paper (at least 8, and preferably at least 15). Two players play, alternately connecting any two points with a segment. It is impossible to capture the 3rd point, and each point can be the end of only one segment. The segments must not intersect. The one who cannot make a move loses.

5. Points

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

6. Numbers

Did you play this game on a checkered notebook at school or college? It was called differently: numbers, numbers, seeds, 19, but the meaning did not change. You write down numbers from 1 to 19 in a row, on a line up to 9, and then start the next line, with 1 number in each cell. Then you cross out the paired numbers or those that add up to 10. One condition is that the pairs must be next to or across the crossed out numbers horizontally or vertically. And after you have crossed out all possible pairs, you rewrite the remaining numbers at the end. The goal is to completely cross out all the numbers.

7. Gallows

A little inhumane game, but still. As children, we combined the yard game of Cossack Robbers with “Gallows!” The point of this game is to guess a word by letter in a certain number of moves. One player thinks of a word (simple and short to begin with). Writes its first and last letters, and instead of the missing letters we put dashes. The second player’s task is to guess the hidden word. He names the letter. If this letter is in the word, we write it in its place. If not, then we write the letter to the side so as not to repeat ourselves, and we begin to draw a “gallows” - a vertical line. With the next mistake - a horizontal one (it turns out something like the letter g). Then a rope, a loop, a man’s head, a torso, arms and legs are completed. During these several attempts, the player must guess the word. If it doesn’t work out, he loses. If managed - it was his turn to think of a word.

8. Balda

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

9. Dots and squares

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

Does this picture mean anything to anyone? No? Then you lost a lot of gold in your childhood. This is a 10x10 board for an old board game. Battle!
“Mine” managed to destroy this toy, but on the net I found its rules (I added some from memory myself, we personally played with it like this) and it itself http://romeo.by.ru/download.htm in the form of a toy for Spectrum, there is also an emulator included. I still didn’t understand what buttons to press to play, but I copied it from there

Rules.
They play together. Everyone chooses an army of the same color. The player's goal is to capture the enemy's banner.
The game is played by 40 chips on each side. The numbers on the chips correspond to military ranks.

Number Rank Quantity
1 Marshal 1
2 General 1
3 Colonel 2
4 Major 3
5 captain 4
6 Lieutenant 4
7 Sergeant 4
8 Minesweeper 5
9 Soldier 8
10 Scout 1
- Banner 1
- Mine 6

Chips 1-10 are movable, mines and banners cannot be moved.
The outcome of the battle will depend on how each player places his army pieces in the original position. Try to do this as rationally as possible.
Place the chips on your side of the field in 4 rows.
Mines can be placed around the banner. They can also be placed on other cells to mislead the enemy. You can place several officers on the front line, but you must try to keep them at least at the beginning of the game. During the game, try to save sappers as well, since sappers are the only ones who can defuse mines.
In the game, chips can be moved in any direction (one field at a time), except diagonally. It is impossible to pass through the "lakes".
when the piece is next to the enemy piece, they can attack each other. If a player wants to attack, he turns the numbered piece towards the opponent and says “Attack”. If a player believes that an attack is not necessary, he may not do so. You can start your turn with an attack.
When attacking, the rank of both chips is displayed, and the chip with the lowest rank (higher number) loses and is removed from the field, and its place is taken by the winning chip, the turn goes to the winner of the attack. If chips with the same numbers attack each other, then both die.
The mine itself cannot walk or attack.
The scout can be removed from the field by everyone, but he has one advantage: he can remove the marshal if he attacks him first.
If a mine is attacked, it destroys everyone except the sapper, while it remains standing where it was. The sapper disarms the mine and occupies its square.
The player who manages to capture the enemy's banner wins. You can also win if you manage to block all the enemy’s moves.

The chips are made like this: a long cardboard strip is folded into a triangle. On one side - visible to the enemy blue or green color, under the other is the chip number. In short, there would be a printer, cardboard and self-adhesive tape.