REMEMBER THE ALAMO
by Brian Peterson
Simulates the siege of the Alamo in 1836.
This is a variation of Lloyd Krasner's Alamo Game.
Originally published on Warp Spawn 12/26/2000.
Variation written by Brian Peterson.
COMPLETE SET OF CARDS
Card game (no dice required).
For 1 (Solo) or 2 players.
Average playing time: 30 minutes.
Ages: 8 and up.
The Texians and Mexicans have their own unique decks.
The doubler card is a special card.
During an attack it has a force value of 0.
It doubles the Force value of every other card in a player's hand.
If discarded the doubler card has a Force value of 5.
Mexican Attack Phase
Texian Fire Phase
Mexican Reinforcement Phase
If any player is out of cards both sides draw 4 cards from their
Otherwise each player draws 1 card.
Players may elect to play & discard 1 or more Artillery cards.
For each Artillery card randomly select & discard a card from
the opponents hand.
Continue until the sum of discarded Forces is greater than or
equal to the the Artillery Force.
If your opponent is out of cards begin discarding from the top
card of their deck.
Continue the bombardment phase as long as players desire to use
The Mexican player is limited to 8 cards in hand, select &
discard excess cards.
The Texian player is limited to 7 cards in hand, select & shuffle
excess cards into deck.
MEXICAN ATTACK PHASE
If the Mexican player elects not to attack the turn is over.
All Mexican attacks in this phase require a Leader card.
The Mexican player may attack with any number of non-Reserve
Troops, up to 2 Reserve Troops, and only 1 of each of the following
card types: Leader, Artillery, Tactics, and Equipment.
The Mexican attack is limited to 7 cards unless an equipment card
is used as the 8th card.
The Texian player may defend with any number of troops, up
to 2 artillery cards, 2 equipment cards, and only 1 of each of the
following card types: Leader, Tactics, Morale, and Defense.
All Troop cards get a bonus of +1 Force if they are played with
their matching Leader.
Add Force values on each side, multiply by 2 if a doubler card is
The winner is the side with the highest total.
If tied both sides discard all battle cards and end turn.
The Victory total is determined by subtracting the loser's
Force total from the winner's.
The winner selects survivors with a combined Force less than or
equal to the Victory total.
Discard all other battle cards from both sides.
The loser must also discard from their hand or draw & discard from
the top of their deck a combined Force equal to or greater than
the Victory total.
Doubler cards are considered to be Force 5 for this purpose.
TEXIAN FIRE PHASE
If the Texians did not lose the battle this turn skip this phase.
If the Texian player has fewer cards than Mexican battle
survivors, draw to match.
The Texian player may elect to counter-attack all survivors
with cards in hand.
The Mexican player may supplement survivors with cards in hand.
A leader is not required in this phase.
All other combat rules apply (see Mexican Attack Phase).
If the Mexicans either won the battle or the Texian Fire Phase end turn.
If no battle was fought or there are no survivors end turn.
Same as Texian Fire Phase, except replace the word Texian with
Mexican and vise-versa.
Goto to Texian Fire Phase and repeat until instructed to end turn.
Texian player goes to draw and there are no cards left in their deck.
Mexican player goes to draw and there are no cards left in their deck.
MEXICAN DECK CARD LIST
# CARD FORCE NOTES
1 General Cos 3 1st Column, Leader
5 Aldama Battalion 2 1st Column, Troops
3 San Luis Companies 2 1st Column, Troops
1 Colonel Duque 1 2nd Column, Leader
1 General Castrillion 1 2nd Column, Leader
5 Toluca Battallion 2 2nd Column, Troops
2 San Luis Companies 2 2nd Column, Troops
1 Colonel Romero 1 3rd Column, Leader
5 Matamoros Companies 2 3rd Column, Troops
5 Jiminez Fusiliers 2 3rd Column, Troops
1 Colonel Juan Morales 1 4th Column, Leader
3 Light Companies 1 4th Column, Troops
1 Santa Anna 5 Reserves, Leader
5 Zapadores Battalion 3 Reserves, Troops
5 Grenadier Companies 3 Reserves, Troops
5 Mexican Batteries 3 Artillery
1 Battery at 250 yards 5 Artillery
1 Mexican Sharpshooters 1 Artillery
1 Scaling Ladders 1 Equipment
1 Muskets 1 Equipment
1 Carbines 1 Equipment
6 Breach x2(5) Tactics; Doubler
1 Encirclement 3 Tactics
TEXIAN DECK CARD LIST
# CARD FORCE NOTES
1 William B. Travis 4 Leader, Texian Cavalry
1 Davy Crockett 5 Leader, Tennessee Volunteers
1 James Bowie 3 Leader, Texian Volunteers
1 James Bonham 1 Leader
1 Captain Baugh 1 Leader
1 Lt. George Kimball 1 Leader, Gonzales Ranging Co.
1 Captain Dickinson 1 Leader, Artillery
5 Texian Volunteers 2 Troops
2 Gonzales Ranging Co. 3 Troops
3 Texian Cavalry 3 Troops
1 New Orleans Greys 3 Troops
1 Alabama Red Rovers 3 Troops
1 Volunteer, ex-US Army 3 Troops
1 San Antonio Greys 3 Troops
1 Mobile Greys 3 Troops
2 Tennessee Volunteers 3 Troops
1 "Victory or Death" 4 Morale
1 "Never Surrender" 4 Morale
1 Waiting for Fannin 4 Morale
1 "Post of Honor" 4 Morale
1 Line in the Dust 4 Morale
1 McGregors Bagpipes 1 Morale
1 Stockade 1 Defense
1 Long Barracks 1 Defense
1 Low Barracks 1 Defense
1 Trenches 1 Defense
1 Earthwork Ramparts 1 Defense
3 12 Foot High Wall 2 Defense
1 Mission Church 1 Defense
1 Hospital 1 Defense
3 Kentucky Rifles 2 Equipment
2 Grapeshot 2 Equipment
1 Blunderbusses 1 Equipment
1 Raid 4 Tactics
5 Texian Fire x2(5) Tactics; Doubler
1 18-pdr. Cannon 3 Artillery
2 Lunette Artillery 2 Artillery
2 Chapel Artillery 2 Artillery
2 Cannons 2 Artillery
RULES FOR SOLO PLAY
You'll find that Remember the Alamo makes an excellent solo game.
You play the Texians.
Whenever the Mexicans have a Leader and can play a full set of
7 or 8 cards they attack.
Whenever the Mexicans have an Artillery card & exceed 8 cards use
it in bombardment phase.
Use common sense when playing the Mexicans.
When selecting a card from a player, shuffle the cards and
pick the top card on the stack.
GAME DESIGNERS NOTES
This makes the game more suitable for solo play while enhancing
the 2 player game. I've made significant changes to the artillery
system, the force numbering system, Mexican leadership requirements,
and added two extra phases Texian Fire & Mexican Reinforcements which
really help keep the game balanced so that one player doesn't run away
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