PLAYING GROUPS
Alamo Groups: Mexican Army Groups: - Alamo Chapel - General Cos - North Wall - Colonel Romero - South Wall - Colonel Morales - West Wall - Colonel Duque - East Wall - Mexican Reserves* The ten PLAYING GROUPS shown above are written on square cardboard chips and place in a bowl. At the beginning of each TURN, a player will blindly select the cardboard chips one at a time from the bowl, while another player will list the various GROUPS in the order they are drawn. This will determine the order that each GROUP will follow during the various phases of each TURN. *RESERVES – Once a Mexican figure Unit has entered the Alamo Compound, a die is thrown by the Mexican Player to determine how many TURNS the Reserves must wait before they will be allowed to join the attack. (NOTE: a six sided Die must be used for all die rolls mentioned in these instructions.) DIE ROLL: 4, 5 or 6 ……… join the attack after 2 TURNS 1, 2 or 3 ………. join the attack after 1 TURN The placement of the Alamo Defender Units and the Mexican Army Units is determined before the game begins. As the Alamo Defender Player strategically places his Alamo Defender Units and cannons, the Mexican Army Player must not be present to observe the areas of strong and weak defenses. The Mexican Army Player at this time must be documenting on a sketch of the Alamo diorama where he intends to place his attacking columns. After the Alamo Defender Player announces that he has completed his placement of Units and cannons, the Mexican Army Player can begin his placement of the attacking columns in the manner documented on the sketch. The sketch must be shown to the Alamo Defender Player to ensure that the Mexican Player does not make any last minute changes to his attack orders. (NOTE: all Alamo Defender Units and cannons must be placed within the Alamo mission.)
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