Starship -- Polar Coordinates
by Dane R. Camp, New Trier High School, Winnetka, Illinois
From the Mathematics Teacher, February 1995
Your mission, as commander of the Centerprize fleet, is to eliminate the
dominance of the Cartesian fleet forever!
1. Each of the two players must distribute his or her fleet of squadrons on the left
grid of his or her sheet at intersection points other than the center. Use a solid
circle to represent each fighter. Each squadron must be contiguous, either along a
spoke or fanned out along a circle.
Remember, the squadrons are of sizes 5, 4, 3, 3, and 2, respectively.
2. One player is selected to go first.
3. Each player is given four shots on each turn. Because of the damages to the ship,
the polar coordinates must consist of all combinations of sign, that is, one each
of (+, +), (-, +), (+, -), and (-, -). A player who violates this rule forfeits
the rest of the turn. Both players should record the shots on the charts for
further reference.
4. If a shot misses, the opponent declares "miss" and both players place an open
circle in the appropriate location.
5. If a shot hits, the opponent declares "hit" and both players place an X in the
appropriate location.
6. The opponent announces when an entire squadron is "polarized." For example, the
opponent might say, "You polarized a squadron of five fighters." Of course, the
weapons do not destroy the Cartesians but convert them into mathophiles.
7. Players alternate until one polarizes the other's entire fleet.
From The Mathematics Teacher, February 1995