Post by hoffmannsama on Jun 23, 2022 19:53:56 GMT
Here's a rough draft of some alternative DBA rules, I've been thinking about lately. I really like studying morale on the battlefield, and sometimes tabletop wargames don't represent morale that great or if they do, it can really bog down a battle and make the rules more complicated. So here's my attempt at a DBA morale, rules lite system, that keeps the spirit of DBA and keeps the game fun and fast. The only rule that I changed in DBA is that 4 elements doesn't equal defeat, a player loses the game by toppling the Jenga/ Block Tower or having all their elements destroyed.
The Rules (Printable rules found here HERE)
What does the tower represent?
The one 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 the wear and tear on morale in long drawn out pitched battles. The tower collapsing means the total breakdown of morale, which happened through a various number of ways during ancient battles, not only when 1/3 of a force was lost. Many times a battle is won or lost when an army's morale gives way (sometimes even before the actual battle breaks out), this usually starts with one part of the battle line and spreads to the rest. I tried to represent light morale shocks, like recoils, with 1 block pulls. While other more serious morale shocks, like loss of general, with 3 blocks pulled from the tower.
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. (You can disregard this rule and play with normal 4 elements destroyed or first to topple the Jenga/ Block tower can lose the player the game.)
- Pulling blocks can be done with two hands or for a more challenging play, using one hand at a time. Meaning you can switch hands, but cannot use two hands at once.
- The player who topples the tower loses the game.
- Start the DBA game with the tower built.
- 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, make sure the block(s) is placed back on the top of the tower.
1 block pulls - when you have to pull 1 block from the tower.
- If an element belonging to you recoils or flees. The block pull(s) are done before the next combat, and before any sequences of play. If more than 1 element recoils or flees in the same close combat, 2 blocks have to be pulled.
- If an element belonging to you is in contact on 2 edges by enemy front edges. 1 block is pulled when the second enemy front comes in contact with an allied edge.
- If you roll 1 PiP for tactical moves. 1 block is pulled after rolling 1 PiP, and before making any tactical moves.
- Withdrawing from TZ. 1 block is pulled from the tower once you withdrawal the allied element from the TZ.
- If an element belonging to you is in close combat with an enemy element that is uphill or defending a paltry river bank off road. 1 block is pulled from 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. (Example, 3 blocks are pulled when you lose 4 elements, 3 more blocks are pulled after you lose 4 more additional)
Any thoughts, suggestions, or criticisms are very welcome. Also by no means am I trying to diminish the core DBA experience, but trying to add an extra layer to it that we all can enjoy.
The Rules (Printable rules found here HERE)
What does the tower represent?
The one 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 the wear and tear on morale in long drawn out pitched battles. The tower collapsing means the total breakdown of morale, which happened through a various number of ways during ancient battles, not only when 1/3 of a force was lost. Many times a battle is won or lost when an army's morale gives way (sometimes even before the actual battle breaks out), this usually starts with one part of the battle line and spreads to the rest. I tried to represent light morale shocks, like recoils, with 1 block pulls. While other more serious morale shocks, like loss of general, with 3 blocks pulled from the tower.
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. (You can disregard this rule and play with normal 4 elements destroyed or first to topple the Jenga/ Block tower can lose the player the game.)
- Pulling blocks can be done with two hands or for a more challenging play, using one hand at a time. Meaning you can switch hands, but cannot use two hands at once.
- The player who topples the tower loses the game.
- Start the DBA game with the tower built.
- 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, make sure the block(s) is placed back on the top of the tower.
1 block pulls - when you have to pull 1 block from the tower.
- If an element belonging to you recoils or flees. The block pull(s) are done before the next combat, and before any sequences of play. If more than 1 element recoils or flees in the same close combat, 2 blocks have to be pulled.
- If an element belonging to you is in contact on 2 edges by enemy front edges. 1 block is pulled when the second enemy front comes in contact with an allied edge.
- If you roll 1 PiP for tactical moves. 1 block is pulled after rolling 1 PiP, and before making any tactical moves.
- Withdrawing from TZ. 1 block is pulled from the tower once you withdrawal the allied element from the TZ.
- If an element belonging to you is in close combat with an enemy element that is uphill or defending a paltry river bank off road. 1 block is pulled from 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. (Example, 3 blocks are pulled when you lose 4 elements, 3 more blocks are pulled after you lose 4 more additional)
Any thoughts, suggestions, or criticisms are very welcome. Also by no means am I trying to diminish the core DBA experience, but trying to add an extra layer to it that we all can enjoy.