Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site utcsri.UUCP Path: utzoo!utcsri!greg From: greg@utcsri.UUCP (Gregory Smith) Newsgroups: net.games Subject: Re: 'Battleship' game discussion Message-ID: <2280@utcsri.UUCP> Date: Wed, 5-Mar-86 15:35:53 EST Article-I.D.: utcsri.2280 Posted: Wed Mar 5 15:35:53 1986 Date-Received: Wed, 5-Mar-86 15:43:03 EST References: <311@drivax.UUCP> Reply-To: greg@utcsri.UUCP (Gregory Smith) Distribution: net Organization: CSRI, University of Toronto Lines: 61 Summary: [Line-Eater McNugget] I worked out an interesting variation of battleship, which may not be original, but is described herein. (1) players arrange their ships secretly. The arrangement is completely irrelevant, as you will see soon. However, any rules you want to observe about adjacency should be observed. I like to allow diagonal touching only. (2) player A makes a guess. Player B must record the guess if it is a miss. If it is a hit, player B is allowed to move his/her ships around, as long as (a) all previously recorded misses are still misses (b) no ship which has been 'hit' once may be moved (c) the adjacency rules are observed. If the shot can be made into a 'miss', it is called a miss and recorded. Step two is repeated and sides alternate. Sooner or later, it will be impossible to arrange _all_ your ships so that _none_ are hit, and you must give the enemy a 'hit'. The ship hit cannot move, even after it is sunk. Since this game is indistinguishable from a regular game between two unscrupulous but careful players, I call it 'Cheat Battleship'. I have played this a number of times and it is very interesting ( Note: you need a lot of pegs! ). The defensive strategy is not as simple as it might seem. If you only give up a hit at the last possible moment, then your opponent can exercise a great deal of choice as to where your ships are when he hits them ! ( at least the big ones, anyway). He can arrange, for example, that your two big ships are NOT alongside each other, with only one row between. You, of course, want this adjacency, since it eliminates fewer 'hiding' places because of the overlap. There is a game called 'Mastermind' where the defensive player chooses a combination of coloured pegs and the offensive player makes 'guesses'. The defensive player must provide information as to how close each guess is. 'Cheat Mastermind' can be played by allowing the defensive player to change his secret pegs before scoring each guess, while making sure that all previous scorings given are still valid for the new combination. This can get very confusing! Both of these 'Cheat' variations have the advantage that they remove a large amount of luck from the games. Have Fun! PS_1: The Battleship 'Salvo Variation' described in the BattleShip rules sounds almost unplayable to me. Any commments? PS_2: I will explain the rules for Mastermind and 'Cheat Mastermind' on this board if there is demand. PS_3: To Bruce Holloway: _Please_ don't post programs with things like __BDOS() in them without saying what computer(s) and compiler(s) they are for. -- "So this is it. We're going to die." - Arthur Dent ---------------------------------------------------------------------- Greg Smith University of Toronto ..!decvax!utzoo!utcsri!greg