Gauntlet Run is one of mine, it is a miniatures turn based game. This game attempts to reflect warfare in colonial North America from roughly 1600 to 1850 using 25-28mm figures and models. Distances are in inches. Measure from base to base or gun to target or hull to hull, no pre-measuring. Players need up to nine 12-sided dice, several d6s, and sometimes a d3. Also needed are cards or tokens to mark units: “Reloading,” “Ambuscade,” “Crouch,” “Engaged,” and “Hidden”; as well as artillery ammunition cards that say “Canister,” “Shot,” and “Shell.” The notation in the rules, “DMs” (die modifications), actually refers to changes to the required die roll for success. Players each roll a die, roll-off ties; the highest roller goes first, but a player may choose to pass activation to another friendly player. Choose one officer or unit to begin activations. Cascade: the officer may activate two units or subordinate officers who may also activate two lower ranking officers or units in a chain effect. Each officer or unit may only activate once per turn, place a token by the officer. Out-of-command units, villagers, and wagons activate last. When all units and officers have been activated the game turn ends, remove one smoke, and add a reloading token to artillery and units that volleyed. Adjust the turn marker and repeat.