Jenga Uri Zwick Abstract Jenga is a popular block game played by two players. Each player in her turn has to remove a block from a stack, without toppling the stack, and then add it the top of the stack. We analyze the game mathematically and describe the optimal strategies of both players. We show that ‘physics’, that seems to play a dominant role in this game, does not really add much to the complexity of the (idealized) game, and that Jenga is, in fact, a Nim-like game. In particular, we show that a game that starts with full layers of blocks is a win , or for the first player if and only if and . We also suggest some several natural extensions of the game. 1 Introduction Jenga, see Figure 1, is a popular block game played by players of all ages around the world. We analyze an idealized version of this game and show that it is equivalent to a very simple Nim-like game. (See Berlekamp et al. [BCG82] for Figure 1: A typical position in the game of Jenga. information on Nim and similar games.) We then give a complete solution of this simple combinatorial game, giving the optimal strategies of both players. We also consider some In a real game of Jenga, when a player tries to remove a block natural physical, and non-physical, generalizations of Jenga. from the stack, she inevitably changes, by small amounts, the position of some of the other blocks. We consider an 2 Rules of the game idealized version of the game in which each player simply chooses the block to be removed. This block is then carefully wooden blocks each of dimenThe game is played using removed by a robot, without changing the positions of the sions . In the commercially available game, . other blocks. The resulting tower then either continues to The initial position of the game in an -level tower of dimenstand, or it collapses. The same holds for the placement of sions . Each level is composed of three adjacent the removed block on the top of the tower. blocks that are at right angles to the blocks of the level below them. The two players then take turns alternately. The official instructions attached to the game say that each player, 3 Stability of towers in her turn, has to remove a block from anywhere below the highest completed level, and then stack it on top of the tower, A stack of blocks of height is represented by a -tuple at right angles to the blocks just below it. The stacked block , where , should not start a new level, unless the highest level is full. for . We assume that the dimensions of each block The player that topples the tower loses the game. are . If , then there is a block in the th slot of the -th level, i.e., at , if is odd, and at , if is even. Jenga (R) is a Milton Bradley Game. School of Computer Science, Tel Aviv University, Tel Aviv 69978, We refer to such a stack as an alternating tower, or just a Israel. E-mail address: [email protected]. This research was tower, for short. For example, the tower shown in Figure 1 supported by the ISRAEL SCIENCE FOUNDATION (grant no. 475/98). is . !" #" ( )* $%'& + + -, .,/ 1010'01 ,23 ,456,4 ,47/8,94 ";:<>= '? "A@ <B=== ? DCFEGCH+ # " " , 4JIKL IPO I M R 4 O 4 = E N " "Q N ' Q (N " "Q E N = ' Q SN IPO " I" Q SN 4RO " "4 Q E T = 1 = 1 = ' 101010 R, ., / '01010' ., 2 D EFINITION 3.1. (S TABILITY ) A tower is said to be stable if and only if a physical realization of it does not collapse, even if blocks are very slightly displaced from their intended positions. A tower is said to be semi-stable if and only if an exact physical realization of it might stand, at least temporarily, but an infinitesimal displacement of one of its blocks would collapse it. :V < == == ? , then c1eijR, , / , ., / / / N" " Q [ N" " Q C LAIM 3.2. If . The proofs of these claims are given below. We show first that they imply the validity of the lemma. + R, ., / '01010' ., 2 + We show first, by induction on , that if is valid, then it is stable. We already know that the claim holds for . Suppose therefore that . is valid, then is It is easy to see that if is also valid. By the induction hypothesis, , is stable. We only have to show, therefore, that is . This follows immediately from the two claims. + U -, .,/ 1010'0P .,U2 R= = , .,/ '010101 .,U2= = ,4FW V and ,4F V - ,/ 10'010' .,U23 - ,/ 10'010' .,U23 XCY = =E Z% = += 1 == +[= % = = = == -B, 2>, O\ =/ .,U2B O= = .,U 12 = = c11d e9fB-,/ ., " 1010'01 ,23qo :u e9fBRc1eiR, .,/'. T = = = == B We next show, again by induction on + , that if L EMMA 3.1. (S TABILITY L EMMA ) A tower is stable if and -, ., / 1010'01 , 2 is not valid, then it is not stable. If only if it is valid. -, / ., " 1010'01 , 2 is not valid, then by the induction hypothesis, it is not stable, and R, , / 10'010' ., 2 is not staProof: By elementary physics, a tower of height + is stable ble either. Suppose, therefore, that -,9/ ., " 1010'0P .,U2 is == . (The case , = == = is identiif and only if, for every !CYE]Z^+ , the center of gravity of valid, but , c1: eijR, / ,9/Bv / N " Q N 1 Q , while cal.) But then clearly levels E`_a up to + lies above the interior of the convex hull " 1 c 1 d 9 e B f . R , / , 1 ' 0 1 0 ' 0 . U , 2 T o B" " ~B" " and the claim folof the area of contact between levels E and Eb_Y . A tower lows. is semi-stable if for some E , the center of gravity lies above a D EFINITION 3.2. (VALIDITY ) A tower said to be valid, if and only if for every , and if then , not one of and . boundary point of the convex hull of the contact area. All that remains, therefore, is to prove the two claims: Pc d'e9f'R, ., / '010101 ., 2 Proof: (of Claim 3.1) The inspection used to verify the claim R, ,9/ 10'0101 ,U23 g h of the lemma for + also shows that for every valid cPeijR, .,/' g h / / tower -, .,/' we have c1d1e9fB-, .,/B : >" " SN" " Q . (It to check, for example, that the tower that minimizes R, ,/' k$lg .gm/> : n / kop%Rgm/ qg istheeasy h coordinate of c1d1e9fB-, .,/B is = = 1 == , and that the R, .,/ '01010' .,U23 is then " . Now, it is also easy to check that if cPd'e9fBR, 4sr ., 47rtu / '010101 ., 2 To :Lu e9f3RcPei`-, 4 , 4sr q h, coordinate / / = = % V and , V == , then cPd'ef>R, : " " " " . As vCHEwZ6+ x 1c d1e9fB-, ., / 1010'01 , 2 is a weighted average of c1d1e9fB-, and ef>Rx c1 d1e9fB-, / ., " 0'010' ., 2 , the claim follows easily by induction. cPd1e9f>R, 47r , 4sr/ 1010'01 , 2 qo : c1eijR, 4 , 47r DCEyZS+ E cPd'ef>R, 4sr , 47r/ 10'0101 , 2 o The proof of Claim 3.2 is immediate. This completes the cPe9ij-, 4 ., 4sr proof of the stability lemma. Let be the projection of the center of gravity of the tower on the - plane. Let be the projection, again on the - plane, of the area of contact between the first and second levels of the tower . If I , we let . More formally then, a tower is stable if and only if , for , where denotes the interior of a set . The reverse operation is needed here as the orientation of the layers alternates. (A tower is semi-stable if and only if , for , and for at least one such , is on the boundary of .) It is easy to check, by inspection, that a 2-layer tower is stable if and only if it is valid. The only towers that are non-stable and non-valid have . 4 Combinatorial formulation These towers are not even semi-stable. (Recall that the even Each position in the game is, therefore, characterized by a numbered levels are rotated by .) , for some . In the initial valid tower position, . The rules of the It is also easy to check that a 3-level tower game instruct each player to “remove a block from anywhere is stable if and only if it is valid. Here the situation is below the highest completed story. Then stack it on top a little bit more interesting. The towers , of the tower, at right angles to the blocks just below it.” , and are If follows easily, by induction, that in any tower obtained semi-stable and are therefore defined not to be valid. during a valid game of Jenga, we have or To prove the claim for higher towers, we need the following . (Note, in particular, that this means that no semiclaims: stable towers can be encountered during the game. Is this the rational behind the requirements that blocks should only be C LAIM 3.1. If is a valid tower, and , removed from stories below the highest completed story, and then . not, for example, from anywhere below the top story?) R, ,9/B { =9| = = = = = = B = = = 1 == : < == == ? , z R, ., / '010101 ., 2 +F , L , / 0'010L, 2 -, ., / ., " = = = = = = = = ' == = q B ,U2;% R, .,/ '01010' .,U23 c1d1e9f'-, .,/ 1010'0P .,U2 : " /" ~ " /" +$} ,U2BO The configuration of blocks at each of the levels of a valid tower, except possibly the highest level, is, up to symmetry, of one of these types: III, II-, I-I, -I-, where I denotes a block, and - denotes an empty position. Levels of type I-I and -Iare inactive, in the sense that any block removed from them would topple the tower. There are, therefore, only three types of moves that a player can make without toppling a tower: I-I Remove the middle block from a story of type III. II- Remove a side block from a story of type III. -I- Remove the side block from a story of type II-. 5 Analysis !lgt .h` . Rgt .h\ 9 :F<>= 1 U? Let be the value of position , where the value of a position is 1 if the first player can force a win from this position, and 0 otherwise. Clearly, for we have: #lg8 qh` . @ h` ._}B @ u e !l#g Rg@ qh q_} _H> #Rgt qh @ ._}B @ u e #Rg @@ = ._}B #Rg 1 ._}B¡ @ ! = .h @ _H> = u7 g$ = qh# = u7 $g = qhv = 7u Xg = qh# = 7u Xg Hhv = The name given to each type of move is the configuration in which the corresponding level is left after this move. In each case, the removed block is placed at the top level, at right angles to the blocks below it. (Actually, the rules do not specify where at the top level this block should be placed. while But, as it is placed on top of a full story, it follows from the stability lemma that if the removal of the block did not topple the tower, placing that block at any position on the top level would not topple it either. This gives a simple recursive procedure for computing for any . Would this recursive procedure As a further consequence of the stability lemma, note that always halt? Yes, as, for example, each recursive call deif there are several levels at which a given type of move creases by at least , while the ‘normalization’ may be applied, then it does not matter which one of these rule does not increase it. (The exlevels is chosen. In other words, a position in the game is istence of some weight function that could be used to show characterized, combinatorially, by a triplet , where: that the recursion is well defined is not surprising. We know that each Jenga game must end as each move raises the cen– number of III levels, below highest full level. ter of gravity of the tower.) – number of II- levels, below highest full level. Let !lgt .h` .!lgv_} .h\ = ¢0 lg8 qh` . g h !lg8 qh` . lg8 qh` . £ g;_^/ h_^" lg8 qh` .9¤lg!_6 .h\ = ¥ ¨=© = ¨ =¨= = ª« ©¨ ¨ 0 ¥ ¦§ = = = ¨ ¥ ¨© Here gt .h are non-negative integers, while :z<>= ' U? . ¥ let Rgt qh` 9 , where ¥ g8 qh` . :Y<B= 1 ? be the lgt .h¬ -th Note that the number and type of the inactive levels is We not recorded, as it has no influence on the continuation of element of the -th matrix defining . Thus, for example the game. The three possible moves, in this notation, are = 1 = while -¬¥3 1® = % . We also let therefore: N = = Q 0 @ = I-I Rgt .h\ 9ylg .h\ _H> (valid if g ), We claim: Rgt .h\ 9ylg @ qh_H .w_S> (valid if g$ = ), THEOREM 5.1. II¥ -IRgt .h\ 9ylgt .h @ _H> (valid if hX = ), ¥3® !lgt .h` .[ 3g!vUw Uh¯vUw ¬G if gK = or =# = , where position Rgt .h\ , when it occurs, is immediately if g°H¯ . 3h¯vUG converted to Rgv_} qh` = . @ = = , A tower of full levels corresponds to position l – number of blocks on top of the highest full level = = 9 B< = ' ? as only full levels below the highest full level are counted. The positions , where , are losing positions, as the player whose turn is to move has no legal moves. Proof: By simple induction. g° = 1 GU] In particular, we get that or and !lg8 = = y^ , if and only if g°Y , gS . (Consult the first column of ¥ the first matrix in the definition of .) It follows, therefore, that a game that starts with a tower of height is a win for the first player if and only if , or and . a ( °% wU[ I-I -I- II- ³ ± ²² I-I ³ II- I-I II²² § ³ -I- ³ -I-³ ® and ± %9N ³ -I- ³ ³ I-I II- II-I- I-I -I- ³ « II- I-I I-I II- I-I II- I-I ³Q0 -I- +X 2 ªµ´´ -I- 2 Open problem 2: What is the complexity of determining , is a win for whether a given position in Jenka , for the first player? The optimal moves from any position are given by: ¦²² Open problem 1: For which values of can the first player force a win in a game of Jenka that starts with -full levels, where is an odd number? ´´ ´´ 7 Concluding remarks +¡º " We presented a complete analysis of Jenka . Analyzing Jenka , for , odd, remains a challenging open problem. 2 +» + References ± g¶vUw l gt .h` . gp = °® = h·= Uv= ¬G ± 3 h·U .h` ® lg8 qh` 1> gµvU9 h° ± = ± ¸ ³ More specifically, the optimal move(s) from position [BCG82] E.R. Berlekamp, J.H. Conway, and R.K. Guy. Winning , where or , are given by Ways for your mathematical plays, volume 1. Academic Press, 1982. , while the optimal move(s) from position , are given by . From some positions, there are several optimal moves. In particular, from positions of the form , where and , all three moves are winning moves! Entries in and containing correspond to loosing positions, so all moves from these positions are loosing moves. The claim that these are indeed the optimal moves can again be verified by induction. There does not seem to be a more compact way of characterizing the winning positions in Jenga, and the optimal moves from each position. Note, however, that the characterization given is very compact. Given the constant-size arrays and , we can find an optimal move from any position in constant time. ® ± ± 6 Generalization We suggest the following natural generalization of Jenga, called Jenka . This game is played by blocks of dimension , and each layer in the initial tower is composed of such blocks. The rules of the game remain unchanged. As pointed out by one of the reviewers, the starting position of Jenka , for even , is a win for the second player, as the second player can always play a move that is the mirror image of the move played by the first player. Analyzing Jenka , for , odd, seems to be a more challenging task. Our analysis of Jenka relied heavily on the stability lemma that implied, among other things, that two towers that contain the same number of layers of each type are equivalent. Unfortunately, this claim does not hold when . Thus, at least potentially, there may be an exponential number of non-equivalent towers with a given number of blocks. + 2 2 ° 2 + 2 +!( 2 +H¹ + "
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