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Naval Arena: Rules


See last post for latest version of rules.


There are two sets of rules to this game: simple and advanced.

Playing happens similarly to GA/WWA: there's the Game topic and each player's own topic (except possibly mine as I'm running the game). After all players have posted turns, I post the result in the Game topic. All players are expected to read only their own topic and the Game topic.


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Simple rules:



1. Each player has a ship that is three squares long. The ship can be horizontally or vertically. Two or more ship can be in same squares.


2. The game is played on chess board, 8X8 squares marked as "A-H 1-8" (as default; different size variations may be used).


3. Turns are simultaneous. All players do their moves and shots before results of the turn are resolved.


4. At start of game each player chooses where their ship is (for example D4-6 or F-H7).

4a. Ship can not be along borders (fully on rows A, H, 1 or 8).


5. During a turn each player moves and shoots. All players shoot once per turn. Shots happen after all have moved.

5a. Shooting is done by choosing one square. If any part of any ship was in that square, it receives 2 points of damage. If any part of any ship was in squares next to it (up, down, left, right) it receives 1 point of damage.
(So you do plus-shape damage, 2 points in middle. Perfect hit is 2+1+1=4 point of damage, end hit is 2+1=3 points of damage and a scratch is 1 point.)

5b. You have up to three steps per turn. A "step" can be either "move" or "turning". A "move" is moving one square up/down or left/right, depending whether you're vertically or horizontally (means you can only move forward or backward, not sideways relative to the ship). Turning switches your ship between vertical and horizontal position, with the "middle" not moving.
Player may choose to not move or do only one or two steps.

5c. You post in format XXX ?# where
X=your steps: U(p), D(own), L(eft), R(ight) or T(urn)
?#=the center square of your shot
(for example LLT D4)


6. A player loses (his/her ship is destroyed) at receiving (at least) 10 points of damage (as default; variations may be used). Winner is last surviving player. If remaining players lose on same turn, the one with less (total) damage wins. If damage is even, game is tied.
(Note: in NA damage is counted, unlike in GA/WWA where it's remaining hit points)


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Advanced rules:
(version 0.6)

1. Each player has a ship. The ship can be horizontally or vertically. Ship is chosen of three options:

Corvette: 3 squares long with "plus" shot of 2/1 damage (similar to Simple rules ship)
Cruiser: 5 squares long with 3X3 area shot of 2/1 damage (2 in center)
Battleship: 7 squares long with 3X3 area shot of 2/1 damage (2 in "plus", 1 in "corners")


2. The game is played on chess board, 8X8 squares marked as "A-H 1-8" (as default; different size variations may be used; larger area may be recommendable for games with Battleships).


3. Turns are simultaneous. All players do their moves and shots before results of the turn are resolved.


4. At start of game each player chooses ship and where their ship is (for example D4-6 or D-H7 or E6-4).
(Note: when playing Cruiser: B2-6 is on board and B6-2 is "over the edge"; similarly A-E3 and E-A3)

4a. Ships may NOT be in same square(s).

4b. If chosen starting points for ships are same:
- if one "end" of ship is on another, both ships move one square "away"; except if they are a Corvette and a Cruiser in line, then only Corvette moves
- if one "end" of ship is on another's "middle", only the first moves a square
- if ship are end and middle on each other, they move two squares away (not possible if one is Battleship or both Cruisers)
- if two Battleships or Cruisers have multiple parts on another, both are turned unless that conflicts them with a third ship
- if none above is the case/possible, those players must choose starting point again


5. During a turn each player moves and shoots. All players shoot once per turn. Shots happen after all have moved.

5a. Shooting is done by choosing one square. Damage depends on type of ship (shooting).

5b. You have up to three steps per turn. A "step" can be either "move" or "turning". A "move" is moving one square up/down or left/right, depending whether you're vertically or horizontally (means you can only move forward or backward, not sideways relative to the ship). Turning switches your ship between vertical and horizontal position, with the center of ship not moving.
Player may choose to not move or do only one or two steps.

5c. Ships can move over the edge of board, entering from the other side. A ship may start at edge of board (one end up, one down or left/right). Similarly a shot at board edge (A, H, 1 or 8) hits "over the edge" (for example shot in D8 does damage to D1 and Cruiser/Battleship hit in A1 does damage to H8).

5d. If ships would move to same square(s):
(this is decided step by step basis)
- if one "end" of ship moves on another's, ships don't move
- if one "end" of ship moves on another's "middle", only the first doesn't move
- if one or both of ships are turning, turning is canceled (no move on that step)

5e. You post in format XXX ?# where
X=your steps: U(p), D(own), L(eft), R(ight) or T(urn)
?#=the center square of your shot
(for example LLT D4)


6. A player loses (his/her ship is destroyed) at receiving (at least) 20 points of damage (as default; variations may be used). Winner is last surviving player. If remaining players lose on same turn, the one with less (total) damage wins. If damage is even, game is tied.
(Note: in NA damage is counted, unlike in GA/WWA where it's remaining hit points)

Last edited by Kaunisto, 9/14/14, 7:14 am


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7/12/14, 7:52 am Link to this post Email Kaunisto   PM Kaunisto
 
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Re:


Ok, I think I understand...

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7/24/14, 4:59 pm Link to this post Email Justbec   PM Justbec Blog
 
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Re: Naval Arena: Rules


I've defined a third optional set of rules for Naval Arena.


Mixed rules:

Mixed rules is essentially same as Advanced, except ships can be in same squares.
Therefore (Advanced) rules 4a-b. and 5d. are ignored.

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7/31/14, 9:40 am Link to this post Email Kaunisto   PM Kaunisto
 
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Re: Naval Arena: Rules


Easy Movement aka No Turning rule variant:


Rules 5b. and 5c./5e. of Simple/Mixed/Advanced are replaced with this:

5b. You have up to three steps per turn. A "step" is moving one square up/down/left/right.
Player may choose to not move or do only one or two steps.
If player's last step is up or down, the ship is left in vertical position; if player's last step is left or right, the ship is left in horizontal position.

5c./5e. You post in format XXX ?# where
X=your steps: U(p), D(own), L(eft), or R(ight)
?#=the center square of your shot
(for example LLU D4)

Also rule 7. for Simple rules that overrides any earlier rules:

7. Rule 4a. in not in effect. If a ship moves to borders (A,H,1,8) it automatically turns vertical/horizontal along the border. (Corner squares become only illegal starting points).
Due the above rules, ships horizontal or vertical position on Turn 0 becomes irrelevant, so at the start of game players may choose only one square (center of ship); in this case they are assumed vertical, unless on top/bottom rows (1,8).

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9/5/14, 10:43 am Link to this post Email Kaunisto   PM Kaunisto
 
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Re: Naval Arena: Rules


Note: this latest version of rules includes/replaces all earlier variants


(version 0.9)

Naval Arena has number of rule variants. Before start of game, the following Attributes are set:

A. One or three ship types
B. Classic movement or "no turning"
C. Can ships move (and shots work) "over the edge" of board: Y/N
D. Can ships occupy same squares: Y/N
E. Amount of damage to sink a ship/player: default 10 on single ship type, 20 on three ship types
(F. Size of board)





1. The game is played on chess board, 8X8 squares marked as "A-H 1-8" (as default; different size variations may be used).



2. Turns are simultaneous. All players do their moves and shots before results of the turn are resolved.



3. Each player has a ship. The ship can be horizontally or vertically. Ship is chosen of three options:

Corvette: 3 squares long with "plus" shot of 2/1 damage (similar to Simple rules ship)
Cruiser: 5 squares long with 3X3 area shot of 2/1 damage (2 in center)
Battleship: 7 squares long with 3X3 area shot of 2/1 damage (2 in "plus", 1 in "corners")

3a. If only one ship type is used (Attribute A) it is the 3-square Corvette.



4. At start of game each player chooses ship and where their ship is (for example D4-6 or D-H7 or E6-4).
(Note: when playing Cruiser: B2-6 is on board and B6-2 is "over the edge"; similarly A-E3 and E-A3.)

4a. If "classic movement" is used (Attribute B) AND ships can't move over the edge (Attribute C), ship can not be along borders (fully on rows A, H, 1 or 8).

4b. If ships can't occupy same squares (Attribute D), if chosen starting points for ships are same:
- if one "end" of ship is on another, both ships move one square "away"; except if they are a Corvette and a Cruiser in line, then only Corvette moves
- if one "end" of ship is on another's "middle", only the first moves a square
- if ships are end and middle on each other, they move two squares away (not possible if one is Battleship or both Cruisers)
- if two Battleships or Cruisers have multiple parts on another, both are turned unless that conflicts them with a third ship
- if none above is the case/possible, those players must choose starting point again



5. During a turn each player moves and shoots. All players shoot once per turn. Shots happen after all have moved.

5a. Shooting is done by choosing one square. Damage depends on type of ship (shooting).

5b. Classic movement (Attribute B): You have up to three steps per turn. A "step" can be either "move" or "turning". A "move" is moving one square up/down or left/right, depending whether you're vertically or horizontally (means you can only move forward or backward, not sideways relative to the ship). Turning switches your ship between vertical and horizontal position, with the center of ship not moving.
Player may choose to not move or do only one or two steps.

"No turning" aka simple movement (Attribute B): You have up to three steps per turn. A "step" is moving one square up/down/left/right.
Player may choose to not move or do only one or two steps.
If player's last step is up or down, the ship is left in vertical position; if player's last step is left or right, the ship is left in horizontal position.

5c. If ships can move over the edge of board, entering from the other side (Attribute C): a ship may start at edge of board (one end up, one down or left/right). Similarly a shot at board edge (A, H, 1 or 8) hits "over the edge" (for example shot in D8 does damage to D1 and Cruiser/Battleship hit in A1 does damage to H8).

5d. If ships can't occupy same squares (Attribute D) and would move to same square(s):
(this is decided step by step basis)
- if one "end" of ship moves on another's, ships don't move
- if one "end" of ship moves on another's "middle", only the first doesn't move
- if one or both of ships are turning, turning is canceled (no move on that step)



6. A player loses (his/her ship is destroyed) at receiving (at least) 10/20 points of damage (as default, depending Attributes A & E). Winner is last surviving player. If remaining players lose on same turn, the one with less (total) damage wins. If damage is even, game is tied.
(Note: in NA damage is counted, unlike in GA where it's remaining hit points)




Previously defined sets of Attributes:

(B. Classic movement is default for all, but "no turning" can be used with any.)

Simple rules:
A. One ship type
C. Can ships move (and shots work) "over the edge" of board: N
D. Can ships occupy same squares: Y
E. Amount of damage to sink a ship/player: default 10

Advanced rules:
A. Three ship types
C. Can ships move (and shots work) "over the edge" of board: Y
D. Can ships occupy same squares: N
E. Amount of damage to sink a ship/player: default 20
(F. a larger than standard 8X8 board is recommended)

Mixed rules:
A. Three ship types
C. Can ships move (and shots work) "over the edge" of board: Y
D. Can ships occupy same squares: Y
E. Amount of damage to sink a ship/player: default 20

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9/14/14, 7:13 am Link to this post Email Kaunisto   PM Kaunisto
 


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