int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus)
{
   int i;
   int j;
   int k;
   int x;
   int index;
   int currentPlayer = whoseTurn(state);
   int nextPlayer = currentPlayer + 1;

   int tributeRevealedCards[2] = {-1, -1};
   int temphand[MAX_HAND];// moved above the if statement
   int drawntreasure = 0;/*=0*/;
   int cardDrawn;
   int z = 0;// this is the counter for the temp hand
   if (nextPlayer > (state->numPlayers - 1)){
      nextPlayer = 0;
   }

   //uses switch to select card and perform actions
   switch( card ) 
   {
      case adventurer:
         return adventurerCard(state, drawntreasure, currentPlayer);

      case council_room:
         council_room_test(currentPlayer, state, handPos);
         return 0;

      case feast:
         return feastCard(state, drawntreasure, currentPlayer);

      case gardens:
         return -1;

      case mine:
         return mineCard(state, drawntreasure, currentPlayer);

      case remodel:
         return remodel_test(currentPlayer, state, handPos, choice1, choice2);

      case smithy:
         return smithyCard(state, currentPlayer, handPos);

      case village:
         village_test(currentPlayer, state, handPos);
         return 0; 

      case baron:
         return baronCard(state, choice1, currentPlayer);

      case great_hall:
         great_hall_test(currentPlayer, state, handPos);
          return 0;

      case minion:
         //+1 action
         state->numActions++;

         //discard card from hand
         discardCard(handPos, currentPlayer, state, 0);

         if (choice1)           //+2 coins
         {
            state->coins = state->coins + 2;
         }

         else if (choice2)              //discard hand, redraw 4, other players with 5+ cards discard hand and draw 4
         {
            //discard hand
            while(numHandCards(state) > 0)
            {
               discardCard(handPos, currentPlayer, state, 0);
            }

            //draw 4
            for (i = 0; i < 4; i++)
            {
               drawCard(currentPlayer, state);
            }

            //other players discard hand and redraw if hand size > 4
            for (i = 0; i < state->numPlayers; i++)
            {
               if (i != currentPlayer)
               {
                  if ( state->handCount[i] > 4 )
                  {
                     //discard hand
                     while( state->handCount[i] > 0 )
                     {
                        discardCard(handPos, i, state, 0);
                     }

                     //draw 4
                     for (j = 0; j < 4; j++)
                     {
                        drawCard(i, state);
                     }
                  }
               }
            }

         }
         return 0;

      case steward:

         steward_test(currentPlayer, state, handPos, choice1, choice2, choice3);
         return 0;

      case tribute:
         if ((state->discardCount[nextPlayer] + state->deckCount[nextPlayer]) <= 1){
            if (state->deckCount[nextPlayer] > 0){
               tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
               state->deckCount[nextPlayer]--;
            }
            else if (state->discardCount[nextPlayer] > 0){
               tributeRevealedCards[0] = state->discard[nextPlayer][state->discardCount[nextPlayer]-1];
               state->discardCount[nextPlayer]--;
            }
            else{
               //No Card to Reveal
               if (DEBUG){
                  printf("No cards to reveal\n");
               }
            }
         }

         else{
            if (state->deckCount[nextPlayer] == 0){
               for (i = 0; i < state->discardCount[nextPlayer]; i++){
                  state->deck[nextPlayer][i] = state->discard[nextPlayer][i];//Move to deck
                  state->deckCount[nextPlayer]++;
                  state->discard[nextPlayer][i] = -1;
                  state->discardCount[nextPlayer]--;
               }

               shuffle(nextPlayer,state);//Shuffle the deck
            } 
            tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
            state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
            state->deckCount[nextPlayer]--;
            tributeRevealedCards[1] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
            state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
            state->deckCount[nextPlayer]--;
         }    

         if (tributeRevealedCards[0] == tributeRevealedCards[1]){//If we have a duplicate card, just drop one 
            state->playedCards[state->playedCardCount] = tributeRevealedCards[1];
            state->playedCardCount++;
            tributeRevealedCards[1] = -1;
         }

         for (i = 0; i < 2; i ++){
            if (tributeRevealedCards[i] == copper || tributeRevealedCards[i] == silver || tributeRevealedCards[i] == gold){//Treasure cards
               state->coins += 2;
            }

            else if (tributeRevealedCards[i] == estate || tributeRevealedCards[i] == duchy || tributeRevealedCards[i] == province || tributeRevealedCards[i] == gardens || tributeRevealedCards[i] == great_hall){//Victory Card Found
               drawCard(currentPlayer, state);
               drawCard(currentPlayer, state);
            }
            else{//Action Card
               state->numActions = state->numActions + 2;
            }
         }

         return 0;

      case ambassador:
         j = 0;         //used to check if player has enough cards to discard

         if (choice2 > 2 || choice2 < 0)
         {
            return -1;                          
         }

         if (choice1 == handPos)
         {
            return -1;
         }

         for (i = 0; i < state->handCount[currentPlayer]; i++)
         {
            if (i != handPos && i == state->hand[currentPlayer][choice1] && i != choice1)
            {
               j++;
            }
         }
         if (j < choice2)
         {
            return -1;                          
         }

         if (DEBUG) 
            printf("Player %d reveals card number: %d\n", currentPlayer, state->hand[currentPlayer][choice1]);

         //increase supply count for choosen card by amount being discarded
         state->supplyCount[state->hand[currentPlayer][choice1]] += choice2;

         //each other player gains a copy of revealed card
         for (i = 0; i < state->numPlayers; i++)
         {
            if (i != currentPlayer)
            {
               gainCard(state->hand[currentPlayer][choice1], state, 0, i);
            }
         }

         //discard played card from hand
         discardCard(handPos, currentPlayer, state, 0);                 

         //trash copies of cards returned to supply
         for (j = 0; j < choice2; j++)
         {
            for (i = 0; i < state->handCount[currentPlayer]; i++)
            {
               if (state->hand[currentPlayer][i] == state->hand[currentPlayer][choice1])
               {
                  discardCard(i, currentPlayer, state, 1);
                  break;
               }
            }
         }                      

         return 0;

      case cutpurse:

         updateCoins(currentPlayer, state, 2);
         for (i = 0; i < state->numPlayers; i++)
         {
            if (i != currentPlayer)
            {
               for (j = 0; j < state->handCount[i]; j++)
               {
                  if (state->hand[i][j] == copper)
                  {
                     discardCard(j, i, state, 0);
                     break;
                  }
                  if (j == state->handCount[i])
                  {
                     for (k = 0; k < state->handCount[i]; k++)
                     {
                        if (DEBUG)
                           printf("Player %d reveals card number %d\n", i, state->hand[i][k]);
                     }  
                     break;
                  }             
               }

            }

         }                              

         //discard played card from hand
         discardCard(handPos, currentPlayer, state, 0);                 

         return 0;


      case embargo: 
         //+2 Coins
         state->coins = state->coins + 2;

         //see if selected pile is in play
         if ( state->supplyCount[choice1] == -1 )
         {
            return -1;
         }

         //add embargo token to selected supply pile
         state->embargoTokens[choice1]++;

         //trash card
         discardCard(handPos, currentPlayer, state, 1);         
         return 0;

      case outpost:
         //set outpost flag
         state->outpostPlayed++;

         //discard card
         discardCard(handPos, currentPlayer, state, 0);
         return 0;

      case salvager:
         //+1 buy
         state->numBuys++;

         if (choice1)
         {
            //gain coins equal to trashed card
            state->coins = state->coins + getCost( handCard(choice1, state) );
            //trash card
            discardCard(choice1, currentPlayer, state, 1);      
         }

         //discard card
         discardCard(handPos, currentPlayer, state, 0);
         return 0;

      case sea_hag:
         for (i = 0; i < state->numPlayers; i++){
            if (i != currentPlayer){
               state->discard[i][state->discardCount[i]] = state->deck[i][state->deckCount[i]--];                           state->deckCount[i]--;
               state->discardCount[i]++;
               state->deck[i][state->deckCount[i]--] = curse;//Top card now a curse
            }
         }
         return 0;

      case treasure_map:
         //search hand for another treasure_map
         index = -1;
         for (i = 0; i < state->handCount[currentPlayer]; i++)
         {
            if (state->hand[currentPlayer][i] == treasure_map && i != handPos)
            {
               index = i;
               break;
            }
         }
         if (index > -1)
         {
            //trash both treasure cards
            discardCard(handPos, currentPlayer, state, 1);
            discardCard(index, currentPlayer, state, 1);

            //gain 4 Gold cards
            for (i = 0; i < 4; i++)
            {
               gainCard(gold, state, 1, currentPlayer);
            }

            //return success
            return 1;
         }

         //no second treasure_map found in hand
         return -1;
   }

   return -1;
}
int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus)
{
  int i;
  int j;
  int k;
  int x;
  int index;
  int currentPlayer = whoseTurn(state);
  int nextPlayer = currentPlayer + 1;

  int tributeRevealedCards[2] = {-1, -1};
  int temphand[MAX_HAND];// moved above the if statement
  int drawntreasure = 0;/*=0*/;
  int cardDrawn;
  int z = 0;// this is the counter for the temp hand
  if (nextPlayer > (state->numPlayers - 1)){
    nextPlayer = 0;
  }
  
  //uses switch to select card and perform actions
  switch( card ) 
    {
    case adventurer:
      while(drawntreasure<2){
		if (state->deckCount[currentPlayer] <1){//if the deck is empty we need to shuffle discard and add to deck
		 shuffle(currentPlayer, state);
		}
		drawCard(currentPlayer, state);
		cardDrawn = state->hand[currentPlayer][state->handCount[currentPlayer]-1];//top card of hand is most recently drawn card.
		if (cardDrawn == copper || cardDrawn == silver || cardDrawn == gold)
			 drawntreasure++;
		else{
		 temphand[z]=cardDrawn;
		 state->handCount[currentPlayer]--; //this should just remove the top card (the most recently drawn one).
		 z++;
		}
      }
      while(z-1>=0){
		state->discard[currentPlayer][state->discardCount[currentPlayer]++]=temphand[z-1]; // discard all cards in play that have been drawn
		z=z-1;
      }
      return 0;
			
    case council_room:

		council_room_test(currentPlayer, state, handPos);
      //+4 Cards
     /* for (i = 0; i < 4; i++)
	{
	  drawCard(currentPlayer, state);				***************** REFACTORED *********************
	}
			
      //+1 Buy
      state->numBuys++;
			
      //Each other player draws a card
      for (i = 0; i < state->numPlayers; i++)
	{
	  if ( i != currentPlayer )
	    {
	      drawCard(i, state);
	    }
	}
			
      //put played card in played card pile
      discardCard(handPos, currentPlayer, state, 0);
			*/
      return 0;
			
    case feast:
      //gain card with cost up to 5
      //Backup hand
      for (i = 0; i <= state->handCount[currentPlayer]; i++){
	temphand[i] = state->hand[currentPlayer][i];//Backup card
	state->hand[currentPlayer][i] = -1;//Set to nothing
      }
      //Backup hand

      //Update Coins for Buy
      updateCoins(currentPlayer, state, 5);
      x = 1;//Condition to loop on
      //      while( x == 1) {//Buy one card
	if (supplyCount(choice1, state) <= 0){
	  if (DEBUG)
	    printf("None of that card left, sorry!\n");

	  if (DEBUG){
	    printf("Cards Left: %d\n", supplyCount(choice1, state));
	  }
	}
	else if (state->coins < getCost(choice1)){
	  printf("That card is too expensive!\n");

	  if (DEBUG){
	    printf("Coins: %d < %d\n", state->coins, getCost(choice1));
	  }
	}
	else{

	  if (DEBUG){
	    printf("Deck Count: %d\n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]);
	  }

	  gainCard(choice1, state, 0, currentPlayer);//Gain the card
	  x = 0;//No more buying cards

	  if (DEBUG){
	    printf("Deck Count: %d\n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]);
	  }

	}
	//      }     

      //Reset Hand
      for (i = 0; i <= state->handCount[currentPlayer]; i++){
	state->hand[currentPlayer][i] = temphand[i];
	temphand[i] = -1;
      }
      //Reset Hand
      			
      return 0;
			
    case gardens:
      return -1;
			
    case mine:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

      if (state->hand[currentPlayer][choice1] < copper || state->hand[currentPlayer][choice1] > gold)
	{
	  return -1;
	}
		
      if (choice2 > treasure_map || choice2 < curse)
	{
	  return -1;
	}

      if ( (getCost(state->hand[currentPlayer][choice1]) + 3) > getCost(choice2) )
	{
	  return -1;
	}

      gainCard(choice2, state, 2, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
	{
	  if (state->hand[currentPlayer][i] == j)
	    {
	      discardCard(i, currentPlayer, state, 0);			
	      break;
	    }
	}
			
      return 0;
			
    case remodel:

     /* j = state->hand[currentPlayer][choice1];  //store card we will trash

      if ( (getCost(state->hand[currentPlayer][choice1]) + 2) > getCost(choice2) )
	{
	  return -1;				************************************** REFACTORED ***************************************
	}

      gainCard(choice2, state, 0, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
	{
	  if (state->hand[currentPlayer][i] == j)
	    {
	      discardCard(i, currentPlayer, state, 0);			
	      break;
	    }
	}

	*/
      return remodel_test(currentPlayer, state, handPos, choice1, choice2);
		
    case smithy:
      //+3 Cards
      for (i = 0; i < 3; i++)
	{
	  drawCard(currentPlayer, state);
	}
			
      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);
      return 0;
		
    case village:

		village_test(currentPlayer, state, handPos);
      /*//+1 Card
      drawCard(currentPlayer, state);				****************** REFACTORED **************************
			
      //+2 Actions
      state->numActions = state->numActions + 2;
			
      //discard played card from hand
      discardCard(handPos, currentPlayer, state, 0);
      */
	  return 0; 
		
    case baron:
      state->numBuys++;//Increase buys by 1!
      if (choice1 > 0){//Boolean true or going to discard an estate
	int p = 0;//Iterator for hand!
	int card_not_discarded = 1;//Flag for discard set!
	while(card_not_discarded){
	  if (state->hand[currentPlayer][p] == estate){//Found an estate card!
	    state->coins += 4;//Add 4 coins to the amount of coins
	    state->discard[currentPlayer][state->discardCount[currentPlayer]] = state->hand[currentPlayer][p];
	    state->discardCount[currentPlayer]++;
	    for (;p < state->handCount[currentPlayer]; p++){
	      state->hand[currentPlayer][p] = state->hand[currentPlayer][p+1];
	    }
	    state->hand[currentPlayer][state->handCount[currentPlayer]] = -1;
	    state->handCount[currentPlayer]--;
	    card_not_discarded = 0;//Exit the loop
	  }
	  else if (p > state->handCount[currentPlayer]){
	    if(DEBUG) {
	      printf("No estate cards in your hand, invalid choice\n");
	      printf("Must gain an estate if there are any\n");
	    }
	    if (supplyCount(estate, state) > 0){
	      gainCard(estate, state, 0, currentPlayer);
	      state->supplyCount[estate]--;//Decrement estates
	      if (supplyCount(estate, state) == 0){
		isGameOver(state);
	      }
	    }
	    card_not_discarded = 0;//Exit the loop
	  }
			    
	  else{
	    p++;//Next card
	  }
	}
      }
			    
      else{
	if (supplyCount(estate, state) > 0){
	  gainCard(estate, state, 0, currentPlayer);//Gain an estate
	  state->supplyCount[estate]--;//Decrement Estates
	  if (supplyCount(estate, state) == 0){
	    isGameOver(state);
	  }
	}
      }
	    
      
      return 0;
		
    case great_hall:
      	
	great_hall_test(currentPlayer, state, handPos);
	//+1 Card
     /* drawCard(currentPlayer, state);
			
      //+1 Actions										********************* REFACTORED ***************************
      state->numActions++;
			
      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0); */
      return 0;
		
    case minion:
      //+1 action
      state->numActions++;
			
      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);
			
      if (choice1)		//+2 coins
	{
	  state->coins = state->coins + 2;
	}
			
      else if (choice2)		//discard hand, redraw 4, other players with 5+ cards discard hand and draw 4
	{
	  //discard hand
	  while(numHandCards(state) > 0)
	    {
	      discardCard(handPos, currentPlayer, state, 0);
	    }
				
	  //draw 4
	  for (i = 0; i < 4; i++)
	    {
	      drawCard(currentPlayer, state);
	    }
				
	  //other players discard hand and redraw if hand size > 4
	  for (i = 0; i < state->numPlayers; i++)
	    {
	      if (i != currentPlayer)
		{
		  if ( state->handCount[i] > 4 )
		    {
		      //discard hand
		      while( state->handCount[i] > 0 )
			{
			  discardCard(handPos, i, state, 0);
			}
							
		      //draw 4
		      for (j = 0; j < 4; j++)
			{
			  drawCard(i, state);
			}
		    }
		}
	    }
				
	}
      return 0;
		
    case steward:

		steward_test(currentPlayer, state, handPos, choice1, choice2, choice3);
     /* if (choice1 == 1)
	{
	  //+2 cards
	  drawCard(currentPlayer, state);
	  drawCard(currentPlayer, state);
	}
      else if (choice1 == 2)
	{
	  //+2 coins
	  state->coins = state->coins + 2;
	}
      else
	{
	  //trash 2 cards in hand
	  discardCard(choice2, currentPlayer, state, 1);
	  discardCard(choice3, currentPlayer, state, 1);
	}
			
      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0); */
      return 0;
		
    case tribute:
      if ((state->discardCount[nextPlayer] + state->deckCount[nextPlayer]) <= 1){
	if (state->deckCount[nextPlayer] > 0){
	  tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
	  state->deckCount[nextPlayer]--;
	}
	else if (state->discardCount[nextPlayer] > 0){
	  tributeRevealedCards[0] = state->discard[nextPlayer][state->discardCount[nextPlayer]-1];
	  state->discardCount[nextPlayer]--;
	}
	else{
	  //No Card to Reveal
	  if (DEBUG){
	    printf("No cards to reveal\n");
	  }
	}
      }
	    
      else{
	if (state->deckCount[nextPlayer] == 0){
	  for (i = 0; i < state->discardCount[nextPlayer]; i++){
	    state->deck[nextPlayer][i] = state->discard[nextPlayer][i];//Move to deck
	    state->deckCount[nextPlayer]++;
	    state->discard[nextPlayer][i] = -1;
	    state->discardCount[nextPlayer]--;
	  }
			    
	  shuffle(nextPlayer,state);//Shuffle the deck
	} 
	tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
	state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
	state->deckCount[nextPlayer]--;
	tributeRevealedCards[1] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
	state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
	state->deckCount[nextPlayer]--;
      }    
		       
      if (tributeRevealedCards[0] == tributeRevealedCards[1]){//If we have a duplicate card, just drop one 
	state->playedCards[state->playedCardCount] = tributeRevealedCards[1];
	state->playedCardCount++;
	tributeRevealedCards[1] = -1;
      }

      for (i = 0; i < 2; i ++){
	if (tributeRevealedCards[i] == copper || tributeRevealedCards[i] == silver || tributeRevealedCards[i] == gold){//Treasure cards
	  state->coins += 2;
	}
		    
	else if (tributeRevealedCards[i] == estate || tributeRevealedCards[i] == duchy || tributeRevealedCards[i] == province || tributeRevealedCards[i] == gardens || tributeRevealedCards[i] == great_hall){//Victory Card Found
	  drawCard(currentPlayer, state);
	  drawCard(currentPlayer, state);
	}
	else{//Action Card
	  state->numActions = state->numActions + 2;
	}
      }
	    
      return 0;
		
    case ambassador:
      j = 0;		//used to check if player has enough cards to discard

      if (choice2 > 2 || choice2 < 0)
	{
	  return -1;				
	}

      if (choice1 == handPos)
	{
	  return -1;
	}

      for (i = 0; i < state->handCount[currentPlayer]; i++)
	{
	  if (i != handPos && i == state->hand[currentPlayer][choice1] && i != choice1)
	    {
	      j++;
	    }
	}
      if (j < choice2)
	{
	  return -1;				
	}

      if (DEBUG) 
	printf("Player %d reveals card number: %d\n", currentPlayer, state->hand[currentPlayer][choice1]);

      //increase supply count for choosen card by amount being discarded
      state->supplyCount[state->hand[currentPlayer][choice1]] += choice2;
			
      //each other player gains a copy of revealed card
      for (i = 0; i < state->numPlayers; i++)
	{
	  if (i != currentPlayer)
	    {
	      gainCard(state->hand[currentPlayer][choice1], state, 0, i);
	    }
	}

      //discard played card from hand
      discardCard(handPos, currentPlayer, state, 0);			

      //trash copies of cards returned to supply
      for (j = 0; j < choice2; j++)
	{
	  for (i = 0; i < state->handCount[currentPlayer]; i++)
	    {
	      if (state->hand[currentPlayer][i] == state->hand[currentPlayer][choice1])
		{
		  discardCard(i, currentPlayer, state, 1);
		  break;
		}
	    }
	}			

      return 0;
		
    case cutpurse:

      updateCoins(currentPlayer, state, 2);
      for (i = 0; i < state->numPlayers; i++)
	{
	  if (i != currentPlayer)
	    {
	      for (j = 0; j < state->handCount[i]; j++)
		{
		  if (state->hand[i][j] == copper)
		    {
		      discardCard(j, i, state, 0);
		      break;
		    }
		  if (j == state->handCount[i])
		    {
		      for (k = 0; k < state->handCount[i]; k++)
			{
			  if (DEBUG)
			    printf("Player %d reveals card number %d\n", i, state->hand[i][k]);
			}	
		      break;
		    }		
		}
					
	    }
				
	}				

      //discard played card from hand
      discardCard(handPos, currentPlayer, state, 0);			

      return 0;

		
    case embargo: 
      //+2 Coins
      state->coins = state->coins + 2;
			
      //see if selected pile is in play
      if ( state->supplyCount[choice1] == -1 )
	{
	  return -1;
	}
			
      //add embargo token to selected supply pile
      state->embargoTokens[choice1]++;
			
      //trash card
      discardCard(handPos, currentPlayer, state, 1);		
      return 0;
		
    case outpost:
      //set outpost flag
      state->outpostPlayed++;
			
      //discard card
      discardCard(handPos, currentPlayer, state, 0);
      return 0;
		
    case salvager:
      //+1 buy
      state->numBuys++;
			
      if (choice1)
	{
	  //gain coins equal to trashed card
	  state->coins = state->coins + getCost( handCard(choice1, state) );
	  //trash card
	  discardCard(choice1, currentPlayer, state, 1);	
	}
			
      //discard card
      discardCard(handPos, currentPlayer, state, 0);
      return 0;
		
    case sea_hag:
      for (i = 0; i < state->numPlayers; i++){
	if (i != currentPlayer){
	  state->discard[i][state->discardCount[i]] = state->deck[i][state->deckCount[i]--];			    state->deckCount[i]--;
	  state->discardCount[i]++;
	  state->deck[i][state->deckCount[i]--] = curse;//Top card now a curse
	}
      }
      return 0;
		
    case treasure_map:
      //search hand for another treasure_map
      index = -1;
      for (i = 0; i < state->handCount[currentPlayer]; i++)
	{
	  if (state->hand[currentPlayer][i] == treasure_map && i != handPos)
	    {
	      index = i;
	      break;
	    }
	}
      if (index > -1)
	{
	  //trash both treasure cards
	  discardCard(handPos, currentPlayer, state, 1);
	  discardCard(index, currentPlayer, state, 1);

	  //gain 4 Gold cards
	  for (i = 0; i < 4; i++)
	    {
	      gainCard(gold, state, 1, currentPlayer);
	    }
				
	  //return success
	  return 1;
	}
			
      //no second treasure_map found in hand
      return -1;
    }
	
  return -1;
}