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- Jenga Tower Rules for De Bellis Antiquitatis 3.0
Jenga Tower Rules for De Bellis Antiquitatis 3.0
House Rules for De Bellis Antiquitatis Using a Jenga Tower
I enjoy researching how army morale affected ancient battlefields, and often tabletop wargames don't depict it—or, if they do, it may seriously slow down a game and confuse the rules. Here's my attempt at creating a rules-lite, DBA-inspired system that maintains the game's fast-paced fun factor. The only rule I changed in DBA is that losing 4 elements doesn't equal defeat; a player loses the game by toppling the Jenga/ Block Tower or having all their elements destroyed.
If anyone ever gets around to trying these, let me know how your games went. It seems like the battles could be a little too fast.
![](https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/912b155f-565e-49b9-bcb5-71d8938f6b4f/49155bd7-e75c-4c58-8938-cf5005596335_2304x512.png?t=1718622413)
What Does the Jenga Tower Represent?
The Jenga or Block Tower represents the morale of each army. The tower starts built and steady, but as the DBA battle goes on and blocks are pulled and replaced on top, it becomes less and less steady, representing morale in long, drawn-out pitched battles.
What Do You Need to Play?
2 DBA armies
1 built Jenga/ Block Tower
Dice and the normal DBA stuff
Rules
- All DBA rules stand besides losing 4 elements means losing the battle. Battles are fought until the block tower collapses or until a player’s army’s elements are completely destroyed.
- The person who knocks down the tower loses the game.
When to pull? Pulls happen at different times depending on the situation. Follow the bold text to determine when to pull for each occasion. After a successful pull, ensure the block is placed back on the top of the tower.
![](https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/60062d9b-4e43-4fc7-8140-e2fb4460f71f/b8bb2ca5-0f3f-4b64-85ae-47712adbd48b_2304x512.png?t=1718622414)
1 Block Pulls - When You Have to Pull 1 Block from the Tower.
- If an element belonging to you recoils, if more than 1 element recoils in the same close combat, 2 blocks have to be pulled. The block pull(s) are done before the next combat and before any other sequences of play.
- If an element is in contact on 2 edges by enemy front edges. Pull when the second enemy front comes in contact with an allied edge.
- If you roll 1 PiP for tactical moves. Pull after rolling 1 PiP and before making any tactical moves.
- Withdrawing from TZ. Pull from the tower once you remove the allied element from the TZ.
- Close combat with an enemy element that is uphill or defending a paltry river bank off-road. Pull from the tower before that element’s close combat rolls.
2 Block Pulls - When You Have to Pull 2 Blocks from the Tower.
- For each element destroyed, 2 blocks are pulled from the tower right after the element is destroyed and before any other close combats or sequences of play. (unless scythed chariots, hordes, camp followers, or denizens, 1 block is pulled for each of these elements destroyed)
- General recoils, Pull 2 blocks from the tower once the general’s element recoils and before any other close combats or sequences of play.
- BUA taken, pull 2 blocks once an allied controlled BUA is lost, and before any other close combats or sequences of play.
3 Block Pulls - When You Have to Pull 3 Blocks from the Tower.
- Death of a general, 3 blocks are pulled from the tower right after the element is destroyed and before any other close combats or sequences of play.
- Camp lost, 3 blocks are pulled from the tower right after the camp is lost and before any other close combats or sequences of play.
- Every 4 allied elements lost, pull 3 blocks from the tower as soon as your 4th element is destroyed and before any other close combats or sequences of play.
If anyone ever gets around to trying these, let me know how your games went. It seems like the battles could be a little too fast.