This sounds great fun and is an inspired idea. One question - should the armies each have their own tower block? Otherwise, say an army is being really hammered and so has really destabilised the tower by pulling multiple blocks. The other army is doing well but gets a minor morale test and withdraws their first block that brings the tower crashing down. I may have misunderstood though!
But there again, I would like this sort of thing wouldn't I? We occasionally play garden games with 54mm plastic figures and represent artillery and tank guns by firing foam missiles from toy guns!
Cheers Simon
TLDR:I created rules that allows a player to force another player to pull blocks from the tower without entering combat. This allows an army that is winning by a large margin to melt the enemy away without risking direct combat. See the 3 examples below for more specific examples.
The NOT so TLDR versionThe long ranting stuff about mechanics and design decisions.
When I was first coming up with the rules, I had two Jenga Towers, one for each player, but decided to use just one for a few reasons. If you want to play with two Jenga towers, you will just have to double the pulls. May it be called, DBA of the Two Towers.
Reasons why no two Jenga towers
- I imagined people only owning one Jenga tower.
- I added rules for ways to pull from the tower without having to enter combat, this allows players to "game" the tower. Making it so if victory is almost certain the winning side (most likely) won't have to enter combat to win.
1) "
If an element belonging to you is in contact on 2 edges by enemy front edges, pull 1 block." If you know one block is going to topple the tower, why risk combat when you can force the player to pull, by surrounding one (or more) of his elements?
2) "
If an element belonging to you recoils, pull 1 block." This is another rule that doesn't need direct combat, you could try to force a recoil with bow shot at a 5Hd, or Art shot at a Lh. Forcing your opponent to pull that last block
3) "
Camp lost, 3 blocks are pulled from the tower." Although this is slightly different, as it does involve combat with the camp, if your army is winning soundly and it is before the tower hinges on a single block, try to go for their camp. 3 pulls is a lot, especially if you are anywhere after 15 pulls in, which happens sooner than you think.
- Having two towers means making the players pull more blocks, sometimes a max of 6. Watching someone pull 6 blocks before you get to roll isn't that fun, especially if you get a low amount of pips.
- I liked the level of strategy 1 tower brings, and it keeps the game at a faster pace than 2 towers.
Hope that helps, let me know if I need to clarify something.