DARK VICTORY ERRATA
by
Alan R. Arvold
Mapsheet: There should be a door symbol on the following
hexsides; the hexside between hexes 1919/2020, the hexside
between hexes 1921/2022, and the hexside between hexes 2428/2429.
Interior Mapsheet: Long Barracks Second Floor - The hexside
between hexes 2621/2622 should be a clear hexside, there is no
wall there thus making that room a two hex room.
Low Barracks - The Low Barracks is misplaced on the mapsheet.
Each hex of the Low Barracks should be the next one to the south
as they are the main mapsheet. The internal relative arrangement
of the walls remains unchanged.
2.9 There are no leader counters printed with a circle containing
an asterick.
4.1 There is no Game Turn Track included in the game (it was
accidently left out during the printing of the game). Players can
either make their own or they can use the 4200 column on the main
mapsheet to keep track of the game turn. Just put the Game Turn
counter on hex 4200 when setting up and move the counter down one
hex on the column at the beginning of each game turn.
5.3 Unfortunately the Mexican Casualty Track was also accidently
left out during the printing of the game. Players can either make
their own or they can use the 1000 and 1100 columns on the main
mapsheet to keep track of casualties. Just place all Mexican
Losses Counters on hex 1000 when setting up the game and move the
respective counters down the column as steps are lost. Once the
counters get down to 1030 just transfer them to hex 1100 and then
move down that column. Once the Mexican Losses Counter gets to
hex 1131 the game is over as the Mexicans have lost 61 steps.
As an alternate method of keeping track of casualties consider
this. There are 60 Mexican Dead Counters in the game. If at some
point in the game all 60 Dead Counters are on the map and the
Mexicans have just lost another step then the game is over.
6.7 No further rearrangement may take place once one or more
units have moved/fired in that phase.
7.3 A die roll of 1 or 2 means there will be a release that
phase; a result of 3, 4, 5, or 6 means no release that phase.
9.13 The high wall hexsides that are located between the special
interior/exterior hexes and the high-level scaffold hexes around
them on the main mapsheet do not prohibit the movement of and the
fire between units located on the ground floor hexes of the
Chapel on the Interior Mapsheet. The ramp in hex 3126 does not
prohibit ground floor movement between hexes 3126 and 3226 (the
men are going around the ramp). The ramp also does not block the
LOS through hexside 3126/3226 (the men are poking their heads
around the ramp to fire their weapons).
10.5 Only Texan infantry/gun crew units have fire modifiers
numbers printed on them and they vary from zero (0) to plus two
(+2).
10.6 Starting with game Turn 6, as the sun begins to come up, it
decreases one per game turn until it reaches zero (0) at the
start of Game Turn 10.
10.10 Likewise units located inside rooms on the Interior Map
that have interior door hexsides may fire into interior hexes
only through those hexides. The LOS extends out in a straight
line into the interior hexes and is blocked by the first wall or
doorway hexside that it crosses.
11.10 A Texan artillery gun crew may either fire the cannon or
their own weapons but not both during the Texan Reaction Phase.
They may reload the cannon during the Reaction Phase even if they
fired it during the same phase.
11.11 In the second sentence the word "wold" should be "would".
13.1 As an optional rule, if the "Women & Children" counter is
the only Texan counter left on the board at the end of the game,
the Texan player can not claim an automactic end of the game
victory. (Unarmed women and children could hardly contest armed
troops for possession of the Alamo.)