Electronic Battleship Instructions Pdf

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Venice

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Aug 5, 2024, 9:11:47 AM8/5/24
to rosaddbitdu
Unfortunatelythis game just doesn't seem as great as it used to be.

Does anyone know of anywhere that I can find alternative rules to this

classic game to spice it up a bit?Does anyone have any suggestions as to how to make this a more

exciting, strategic game? Come on, there must be some good ideas out

there somewhere!




I don't know how many folks on this group read the Knights of the Dinner

Table comic book - but I still crack up when I read about one of the players

playing battleship by moving one or more of the ships after every move :)So there's a variant for you. (note that email-reply to this post will FAIL - use emailID below)

Jeff Abramson, co-owner

Rainy Day Games - Aloha Oregon







If you're looking for a more exciting, strategic game, then you're probably

better off playing something else than trying to convert a guessing game

into a strategy game. But since you asked...The main rule change I've seen is that your shots at the enemy must be

within n spaces of your own ships. The value of n can be either:+ the size of the ship doing the firing

+ the number of unsunk ships you haveEither way, you'll probably get to a point where neither of you can sink

any more of the other's ships. You've fired all the shots you're capable of

firing, and your opponent's remaining ships are out of range. At that

point, the game ends and you determine the winner according to one of these

rules:+ the most unsunk ships

+ the most points worth of unsunk ships, where the point value of ships

that have been hit but not sunk is:

- full value

- half value

- full value minus the number of hits receivedHTH

--

Darin McGrew, da...@TheRallyeClub.org,

A gimmick car rallye is not a race, but a fun puzzle testing your

ability to follow instructions. Upcoming gimmick car rallye in

Silicon Valley: Marker Reloaded (Saturday, July 5)




My family used to play a homegrown game similar to Battleship in

many ways. Perhaps you could borrow some ideas from it.We played on home-made paper grids, with more than 2 players. You

could presumably use multiple Battleship games instead for more

than 2 players. Everyone is assumed to be on the same grid, unlike

the normal Battleship game. So a shot could actually hit ships from

multiple players at the same time (these are clearly stealth

ships, since they don't even notice that they are overlapping

each other). Sometimes you might have to shoot at your own

ship, to sink someone overlapping it. One person's ships could

not overlap each other.The main difference was that you didn't fire one shot at a

time and then get a result. Instead, you fired a salvo of

shots at once, one shot from each of your surviving ships.

After the salvo, you would then get a report of any/all

hits from each player (e.g. "one hit on my cruiser and

sank my destroyer"). You would not know which individual

shot caused a particular hit. Instead, you would have to

deduce the locations of ships by combining information about

hits from multiple salvoes (both yours and others). The last

one with any surviving ships was the winner. A draw was

possible if the remaining players each had one remaining

ship square on the same location.We played on a 10x10 grid, with one battleship (4 squares),

one cruiser (3 squares), one destroyer (2 squares) and

one sub (1 square), per player. These were each positioned

in a line, vertical, horizontal or diagonal.




We have a bi-montly Braintwister puzzle magazine here in the Netherlands

(Breinbreker) and one of "standard" puzzles is that of Zeeslag (Dutch

translation of Battleship). There are variations but the main puzzle being

they give at the edge of the grid the number of filled squares of the grid.

The boats cannot touch each other (even diagonaly the boats cannot touch

each other) and you can deduct where the boats are.

This puzzle gives the idea of spicing the game up:Instead of firing a shot you may use a sort of radar ask a row or column how

many filled squares there are in that particular row or column.

This way you can deduct more easily where the ships are.You can play with a variation on the rule. If you want radar throw a dice if

it's on a particular number which is agreed on before the game (6 for

example) the player who answers may give a +1 or -1 answer from the real

thing (ie. if its 3 he may give 2 or 4 as an answer), just like in real

there can be some static or lost signals on the radar.I must admit i never played Battleship since ages and never played it with

the "radar" variation, because i find the regular Battleship too much lucky

guessing. But if there were a server with this radar variation, heck i may

even play this game. I hope you may find it interesting.Gertjan




I recently got ahold of a game called Checkpoint: Danger which is a

"secret agent" twist on the Battleship theme. In that game, "probes"

are used to detect the location of the hidden enemy agents. The player

making the probe calls out a location, and the other player states a

number representing the number of agents that lie in a straight line (in

all eight directions) from the probed location. Also, if there are two

agents in the same direction from the probe, the closer agent "blocks"

the second so that only one agent is reported for that particular direction.I don't see why you couldn't work up a similar "probe" (or air recon,

etc.) style rule for Battleship - maybe by calling out a row or column

and having the player state a number indicating how many ships (or

segments?) touch that row.the Mav

-- "Never give up -- never surrender!" Commander Peter Quincy Taggart


There was a series of games called Album Games (because they were packaged

like a vinyl LP record) by Yaquinto that played very much like Battleship.

One that we liked quite a bit was Superiority.






Actually, Superiority was the only "Battleship-like" game in the album

game series. The others ranged from light family fare to introductory

wargames to full-fledged wargames.the MavP.S. My apologies to the "r.g.b. debating society" for once again using

"quotation marks" around something that is not a direct quote of

something that somebody "said". It's one of those limitations of

ASCII... deal with it! ;-)


Here I read:APACHE

An oddball game of settlers vs. Indians in

the old west. Strange events like UFO's

make me wonder what the designers were

thinking when they came up with this one."Apache" was quick and enjoyable, even if the UFO detail was a bit

weird.

I think that their inspiration was the great miniature wargame "Pony

Wars", where all the player were on the 7th Cavalry side and tried to

save civilians from huge groups of Indians that moved on their own by

morale checks. It was a humorous wargame, that had fun of all the

Hollywood classics. "Apache" had the same feeling, but it was not a

solo-group game (if I remember well there was a player building the

railway and up to three Indian players) and was less strict on the

Hollywood point of view...Bye!Angiolillo






I should probably update my Yaquinto page with the capsule description I

wrote up for Simulacrum:"Simulation fans, beware! Event cards like 'Visitors From Space',

'49er's vs. The Redskins' and 'Indian Love Call' should give you the

idea that this game relies more on Hollywood than history. Although

potentially suitable as an introductory game -- it has a hex grid map

and an odds ratio CRT -- Apache is more likely to end up at the bottom

of your beer and pretzels game pile (or perhaps under the pizza.) Even

Rodger MacGowan seems to be clowning it up with the Burt Lancaster and

John Wayne look-alikes on the cover. Is it any surprise that this may

be the only Yaquinto game with no designer credits listed?"


One Battleship variant is similar to one already quoted: it is the one

where you fire 7 shots all together, and the answer is the number of

hits (not which ones are hits). You also tell which ships are hit ar

if they sink. For example: "5 misses, an hit on a battleship that

sinks and a hit on an aircraft carrier." You can also mix it wit the

variant in which you reduce the shots when you loose ships (that I

knew as an indipendent variant - you shoot one shot for each ship you

have at the moment).


Mav wrote:

>I recently got ahold of a game called Checkpoint: Danger which is a

>"secret agent" twist on the Battleship theme. In that game, "probes"

>are used to detect the location of the hidden enemy agents.


I knew "Fog over Fisher Bank", by Ravensburger. It is similar, but

with no probes. Each player puts 4 boats of one single square size on

a 8x8 grid. Then you play firing one shot per turn. If it is a hit,

the boat is sunk. If it is a miss, the answer is a number: and it is

the number of boats that lie in a straight line (in all eight

directions) from the location you shooted at. As in Mav's variant, if

there are two boats in the same direction from the square called, the

closer agent "blocks" the sight to the second so that only one boat is

countes for that particular direction. After a boat is sunk, it does

not block the sight any more. A very interesting variant indeed. Never

seen the box of the game, that never came out in Italy, nor I know the

original title: I found the rules on a French book by Jeux et

Strategie.Bye bye,Andrea




I played a home-grown version of this in my youth which I modestly

claim is the best ever invented.It uses the mechanism described by Steven Sharp which is surely the

only way to make the concept interesting - namely that you only know

the damage inflicted after firing your complete salvo, and you don't

know where the damage occurs - only the nature of the damage.This version is played on a 20 x 20 grid containing tha following

vessels 1 8-square Battleship, 1 7-square Battlecruiser, 2 6-square

Cruisers, 2 5-square Light Cruisers, 3 4-square Destroyers and 4

3-square Submarines.All ships have to be in a straight line, which can be either

orthogonal or diagonal, and no part of any ship can be immediately

adjacent to any part of any other ship.Each ship has its quota of guns roughly proportional to its size,

allocated on a 3-square or 2-square basis, viz:Battleship & Battlecruiser 3 guns each

Cruisers, Light Cruisers & Destroyers 2 guns each

Submarines 1 gun each.

Thus total capacity of salvo at beginning of game - 24 shots. As ships become damaged their guns get knocked out - e.g. the

Battleship's guns go down on a 3-3-2 basis, the Battlecruiser's 3-2-2,

the Cruiser's 3-3 etc.It is vital to mark every space you aim at, on the record you keep of

your opponent's board, with the number of the salvo, so that you can

eventually deduce (hopefully!) whereabouts his/her ships are.Just to make matters more exciting, you each have 12 one-square mines

which also cannot touch any of your ships or other mines. 8 of these

are ordinary but the other 4 are Super high-explosive. Ordinary mines

when hit cause the opponent's salvo to cease immediately. Super mines

cause him/her in addition to lose the whole of the next turn.We had enormous fun with this game, which generally lasted about 2

hours. The deduction and suspense involved meant that there was

hardly ever a dull moment. If Superfly (or anyone else for that

matter) has any questions or comments you're welcome to e-mail me

(geo...@crawshay.com).George Crawshay

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