Battleship.... pretty boring.
The Hasbro game from your childhood
Photo by Marco Verch via https://foto.wuestenigel.com/
When I tutor MS and HS students I try to take older games from my childhood and use them in a learning context. In this case, coordinate geometry and Analytic Geometry.
"Battle of Midway"
"Photo # 80-G-701870 Bell Geddes diorama of Battle of Midway, 4 June 1942" from Wiki-Commons
Objective: Sink or Destroy all other ships or bases.
Setting: Imperial Japanese Navy vs. The United States Navy 4–7 June 1942. The battle for Midway Island and control of the Pacific. Each side has a variable number of ships and bases. Each ship type has and the base has specific abilities that can help you gain an advantage.
How to play...
- Hide ships on a cartesian plane (Max -5 to +5) in parallel or perpendicular to the x or y-axis.
- Draw sides.
- US Navy
- 1 x Island of Midway (visible to both parties)
- 2 x "Scout planes" - choose a flight plan that is a right angle quadrilateral on the playing surface, if any enemy ships are passed over, the opposing player must reveal the coordinate on the flight path. (all lost if midway destroyed),
- "Naval Intelligence" if an attacking player scores a hit during their turn, take a single bonus shot anywhere on the map. Only if Midway is active.
- quadrilateral on a coordinate plane
- 1x Cruiser
- "4 Shot Barrage" - 4 shots in a vertical or horizontal row, or one-shot reflected in each axis anywhere on the map.
- points on a coordinate plane
- reflection in the x and y-axis
- 1 x Carriers
- 1 x Scout plane
- 2 x Destroyer
- "Anti-Aircraft Fire" if any scout plane passes over the destroyer, the destroyer is revealed but the scout plane is destroyed.
- "Wolf-hunter" if the destroyer is struck by a torpedo, the location of the attacking submarine is revealed.
- 1 x Submarine
- "Torpedo" - a torpedo may be fired along any line with the slope 1 or -1 beginning from any point on the map. If the torpedo strikes a ship, the ship is revealed and the torpedo's path is stopped. If a torpedo strikes a destroyer, the location of the submarine is revealed.
- the gradient of a line
- Imperial Japanese Navy
- 3x Carriers
- 1 x Scout Plane/Carrier
- 1 x Cruiser
- "4 Shot Barrage"
- 2 x Destroyer
- "Anti-Aircraft Fire"
- 2 x Submarine
- Turn-based combat
- "Choose ability" and state where you are attacking, players read out the path of the shot, plane, or torpedo.
- The opposition states whether there is a hit or miss at each location or if there is a counter ability.
- The turn ends when the ability is finished and all counter abilities are played out or if the attacking player misplays his ability (wrong co-ordinate based on his ability)
- If a ship receives its maximum hits, the player declared the ship sunk. Example "you've sunk my cruiser" that play can no longer access its ability.
- This continues until all of a player's ships are sunk or bases destroyed
Notes:
- I used a similar cartesian setup except that we allow all 4 quadrants.
- Adjust the size for the number of ships allowed or time (I usually play -5 to +5) for 5 ships (100 total spaces)
- Adjust allowable quadrants for the skill level of the class.
- Add or remove your own abilities to include more co-ordinate plane skills and please share them in the comments.
Drop me a note in the comments...
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