Wargame Mechanics Index

Alamo Ruleser (Remember the Alamo)

An entire convention megagame fits on a ruler, with dead attackers recycled into fresh waves until each column's mounting casualty markers choke off its reserves.

A complete 1:1 skirmish game printed on a ruler, packaged with a scenario for the 1836 assault on the Alamo. Movement is rolled as a pool of d6 inches per command, fire kills on a quality-based d6 threshold, and melee is a single opposed d6 per figure. Killed Mexican figures recycle as reserve units, gated by per-column casualty morale, and the Texians win by inflicting casualties rather than surviving.

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  • 2:27–3:22
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    Little Wars TV · Alamo Ruleser (Remember the Alamo)
    Rule explained Alamo Terrain: Corral and Church Lookout

    David Good gives a tour of his 15mm Alamo layout, contrasting terrain features inspired by John Wayne's film—like the corral, ovens, and flag mount—with historical fort architecture.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

Mechanics 18 · 1 distinctive

Ranged Combat

2fire

Cannon roll dice and the total of the dice is the number of kills.

How it works

Heavy cannon (crew 3) roll 2d6 and light cannon (crew 2) roll 1d6; the sum of the dice equals the kills. The scenario's 18-pounder has 3 special shots of 3d6 before reverting to heavy cannon.

Cannon. Sum of all dice equals the number of kills.
Alamo Ruleser · p. 3, 1 Quote verified
1fire
Firing into a mixed scrumFire strikes unintended targets

Shooting into a melee can kill friendly figures.

How it works

Musket fire into a mixed scrum kills a friendly figure on a roll of 1. Cannon fire into a mixed scrum has half of its kills applied to friendly figures.

If firing into a mixed scrum, a 1 kills a friendly figure.
Alamo Ruleser · p. 3 Quote verified
1fire

Musket fire kills on a d6 threshold set by the firer's quality.

How it works

Each defender rolls 1d6; Mexicans roll 1d6 per 10 regulars and may not fire if they moved. Kills on 2-6 for Crockett, 3-6 Tennesseans, 4-6 Texians, 5-6 Mexicans. The firer nominates a target, but the target may pull losses from anywhere within 6 inches.

Flintlocks. 1(d6) per defender. 1(d6) for every 10 Mexicans regulars. Mexicans may not fire if they moved this turn.
Alamo Ruleser · p. 3 Quote verified

Movement & Manoeuvre

2move
Opposed / Unopposed passageChokepoint throughput limits

Ladders, doors and gates limit how many figures may pass through per turn.

How it works

If the passage is opposed, a ladder/window passes 1 figure, a door/stairs 2 and a gate/breach 3; if unopposed, the number passing is 1d6, 2d6 or 3d6 respectively. Unfinished wall passes 1 figure per inch of wall.

Some terrain features restrict the number of figures that can pass if the passage is opposed.
Alamo Ruleser · p. 3 Quote verified
1move

Each command rolls a pool of d6 for its move distance in inches.

How it works

The Texians roll up to 4d6 inches for the entire garrison; each Mexican column rolls 3d6 inches. Crews move cannon at half speed, climbing a ladder costs 2 inches, and figures cannot move out of melee.

The Texians roll up to 4(d6)" for the entire garrison. Each Mexican column rolls 3(d6)".
Alamo Ruleser · p. 3 Quote verified
1move
Ditch and AbatisTerrain movement effects

Ditches and abatis halt attackers for a turn.

How it works

Mexican units reaching a ditch or the abatis stop movement immediately and may cross on their next turn without further penalty. The Chapel, gatehouse and Convento cannot be laddered.

Mexican units that reach the ditch immediately stop movement. They may cross on their next turn without further penalty.
Alamo Ruleser · p. 2 Quote verified

Scenario, Campaign & Victory

3scen

Killed Mexicans recycle into new units that re-enter the table.

How it works

Killed figures are recycled into reserve units; once at least two full units (15 men and 1 officer each) are recycled, they may enter in the Reserves phase. This turns the defenders' kills into a continuous stream of attackers.

Killed figures are recycled to form reserve units. When at least two full units (15 men & 1 officer) are both recycled, they are available to enter during this phase of the turn.
Alamo Ruleser · p. 3 Quote verified
2scen
Flags, Heroes and Casualty MarkersObjectives & victory points

Asymmetric victory: Mexicans score objectives, Texians score casualties.

How it works

Each Mexican player earns +1 VP per flag captured or Hero killed, and the player with the most wins individually. The Texians win as a team with a minor victory for 50+ Mexican casualty markers or a major strategic victory for 75+.

As a team, they win a minor victory by inflicting 50+ casualty markers on the Mexican army. Or…the Texians can win a major strategic victory by inflicting 75+
Alamo Ruleser · p. 2 Quote verified
1scen
Column commandsMultiplayer structure

Built for convention play with players splitting commands.

How it works

Three to five players split the Texian command; each of the four Mexican columns deploys from a table corner, ideally with one player each. Mexican players compete with each other for VPs.

Anywhere from 3-5 players could split the Texian command as they see fit. The Mexicans deploy one “column” from each of the four table corners, ideally with 1 player controlling each column.
Alamo Ruleser · p. 1 Quote verified

Turn Structure & Sequence

2turn
Texian Reaction MoveReactions & interrupts

Defenders can hold back movement dice to move again after seeing the attackers' move.

How it works

The Texians may save some or all of their 4 movement dice and roll them in the Texian Reaction Move phase, which follows the Mexican move, letting the garrison shift to threatened walls.

The Texians may save some or all dice to roll on their reaction move.
Alamo Ruleser · p. 3 Quote verified
1turn

Fixed seven-step turn mixing side-by-side moves, a defender reaction move, sequential fire, melee and reserves.

How it works

Each turn runs: Texian Move, Mexican Move, Texian Reaction Move, Texian Fire, Mexican Fire, Mano-a-Mano, Mexican Reserves. There is no turn limit; the game ends when all 5 flags are captured and all 3 rebel heroes killed.

1. Texian Move 2. Mexican Move 3. Texian Reaction Move 4. Texian Fire 5. Mexican Fire 6. Mano-a-Mano 7. Mexican Reserves
Alamo Ruleser · p. 3 Quote verified

Command & Control

1cmd
Bowie's healthHidden units & blinds

A pre-game roll may confine Bowie to a secret room.

How it works

Before the game the Texian rolls 1d6: on 5-6 Bowie fights as a Hero; on 1-4 he is bedridden in any room in the mission, unable to move, and his location need not be revealed.

On a 1-4 he is bedridden and confined to any room in the mission, unable to move. You do not need to tell the Mexicans where he is!
Alamo Ruleser · p. 1 Quote verified

Damage & Attrition

1dmg

Each kill removes one 1:1 figure.

How it works

All fire and melee results are expressed as killed figures, removed from the table. Removed Mexican figures feed the reserve pool.

Sum of all dice equals the number of kills.
Alamo Ruleser · p. 3 Quote verified

Resolution Engine

1engine

All resolution uses d6.

How it works

Movement, fire, cannon, battering, melee and reserve morale all use d6, with small +1 modifiers in melee and battering.

Each side rolls 1(d6).
Alamo Ruleser · p. 3 Quote verified

Battlefield & Environment

2env
Ladders, Battering and Captured GunsFortifications & siege

Walls are crossed by ladders placed or repelled by opposed roll, and doors/gates must be battered open.

How it works

Ladders are placed or repelled by an opposed die roll. Doors need at least 2 infantry and gates 4 to batter; infantry breach on a 6, light cannon on 4-6, heavy cannon on 3-6, +1 per Sapper. Mexicans can crew a vacant cannon on a 6 (+1 per Officer or Sapper) and turn it on gates.

All doors and gates must be breached before the Mexicans can move or Mano-a-Mano through them. It takes at least 2 infantry to batter a door and 4 men to batter a gate.
Alamo Ruleser · p. 3 Quote verified

Forces & Unit Definition

1force
Heroes, Officers and SappersNamed characters & heroes

Named heroes and leader figures give combat bonuses and are victory targets.

How it works

Travis, Bowie and Crockett are Hero models, with Crockett killing on 2-6 when firing. Hero/Officer/Sapper figures add +1 in melee, Sappers add +1 to battering, and killing a Hero is worth 1 VP.

Hero/Officer/Sapper +1
Alamo Ruleser · p. 3 Quote verified

Close Combat

1melee

Each figure pair rolls 1d6; the low modified roll is killed.

How it works

Each side rolls 1d6 with +1 for outnumbering, +1 defending cover and +1 for a Hero/Officer/Sapper. High roll wins and the loser is killed; draws stay engaged until next turn. Outnumbered figures fight each enemy figure in turn.

Each side rolls 1(d6). High modified roll wins and lowest is killed. Draws remain engaged until next turn.
Alamo Ruleser · p. 3 Quote verified

Morale & Cohesion

2morale
Column MoraleMorale tests

Heavy losses make a column roll before it can bring on more reserves.

How it works

A casualty marker goes on the table for each unit a column recycles, and each column tracks its own. With 18+ markers, the column needs a 5+ on d6 to bring on more units; failure delays its reserves to the next turn.

Once a column has 18+ markers on the table, a d6 roll of 5+ is needed to bring on more units. A failed roll delays reserves until they attempt next turn.
Alamo Ruleser · p. 3 Quote verified