text: describe('Kansen Haunt', function() {
      integration(function() {
          describe('Kansen Haunt\'s Reaction', function() {
              beforeEach(function () {
                  this.setupTest({
                      phase: 'conflict',
                      player1: {
                          inPlay: ['doji-kuwanan'],
                          honor: 20
                      },
                      player2: {
                          inPlay: ['hida-kisada'],
                          dynastyDiscard: ['kansen-haunt', 'kansen-haunt'],
                          honor: 10
                      }
                  });
  
                  this.kuwanan = this.player1.findCardByName('doji-kuwanan');
                  this.kisada = this.player2.findCardByName('hida-kisada');
  
                  this.haunt = this.player2.filterCardsByName('kansen-haunt')[0];
                  this.haunt2 = this.player2.filterCardsByName('kansen-haunt')[1];
  
                  this.player2.placeCardInProvince(this.haunt, 'province 2');
                  this.player2.placeCardInProvince(this.haunt2, 'province 3');
  
                  this.p1 = this.player2.findCardByName('shameful-display', 'province 1');
                  this.p2 = this.player2.findCardByName('shameful-display', 'province 2');
                  this.p3 = this.player2.findCardByName('shameful-display', 'province 3');
                  this.p4 = this.player2.findCardByName('shameful-display', 'province 4');
  
                  this.player1p1 = this.player1.findCardByName('shameful-display', 'province 1');
              });
  
              it('should give negative strength to the province', function () {
                  expect(this.p1.getStrength()).toBe(3);
                  expect(this.p2.getStrength()).toBe(1);
                  expect(this.p3.getStrength()).toBe(1);
                  expect(this.p4.getStrength()).toBe(3);
              });
  
              it('should trigger if you claim a ring on defense', function () {
                  this.noMoreActions();
                  this.initiateConflict({
                      type: 'military',
                      ring: 'air',
                      attackers: [this.kuwanan],
                      defenders: [this.kisada],
                      province: this.p1
                  });
  
                  this.player2.pass();
                  this.player1.pass();
  
                  let honor = this.player2.honor;
                  expect(this.player2).toBeAbleToSelect(this.haunt);
                  this.player2.clickCard(this.haunt);
                  expect(this.player2.honor).toBe(honor - 2);
                  expect(this.player2).toHavePrompt('Air Ring');
                  this.player2.clickPrompt('Gain 2 honor');
                  expect(this.player2.honor).toBe(honor);
              });
  
              it('should be able to use multiple in the same conflict', function () {
                  this.noMoreActions();
                  this.initiateConflict({
                      type: 'military',
                      attackers: [this.kuwanan],
                      defenders: [this.kisada],
                      province: this.p2
                  });
  
                  this.player2.pass();
                  this.player1.pass();
  
                  let honor = this.player2.honor;
                  expect(this.player2).toBeAbleToSelect(this.haunt);
                  this.player2.clickCard(this.haunt);
                  expect(this.player2.honor).toBe(honor - 2);
                  expect(this.player2).toHavePrompt('Air Ring');
                  this.player2.clickPrompt('Gain 2 honor');
                  expect(this.player2.honor).toBe(honor);
  
                  expect(this.player2).toBeAbleToSelect(this.haunt2);
                  this.player2.clickCard(this.haunt2);
                  expect(this.player2.honor).toBe(honor - 2);
                  expect(this.player2).toHavePrompt('Air Ring');
                  this.player2.clickPrompt('Gain 2 honor');
                  expect(this.player2.honor).toBe(honor);
              });
  
              it('should not draw a card if you win on attack', function () {
                  this.noMoreActions();
                  this.player1.passConflict();
                  this.noMoreActions();
                  this.initiateConflict({
                      type: 'military',
                      attackers: [this.kisada],
                      defenders: [this.kuwanan]
                  });
  
                  this.player1.pass();
                  this.player2.pass();
  
                  let honor = this.player2.honor;
                  expect(this.player2).not.toBeAbleToSelect(this.haunt);
                  this.player2.clickCard(this.haunt);
                  expect(this.player2.honor).toBe(honor);
              });
  
              it('should not draw a card if you lose on defense', function () {
                  this.noMoreActions();
                  this.initiateConflict({
                      type: 'political',
                      attackers: [this.kuwanan],
                      defenders: [this.kisada],
                      province: this.p2
                  });
  
                  this.player2.pass();
                  this.player1.pass();
  
                  let honor = this.player2.honor;
                  expect(this.player2).not.toBeAbleToSelect(this.haunt);
                  this.player2.clickCard(this.haunt);
                  expect(this.player2.honor).toBe(honor);
              });
  
              it('should not trigger if you are more honorable than opponent', function () {
                  this.player1.player.honor = 5;
                  this.player2.player.honor = 11;
  
                  this.noMoreActions();
                  this.initiateConflict({
                      type: 'military',
                      ring: 'air',
                      attackers: [this.kuwanan],
                      defenders: [this.kisada],
                      province: this.p1
                  });
  
                  this.player2.pass();
                  this.player1.pass();
  
                  let honor = this.player2.honor;
                  expect(this.player2).not.toBeAbleToSelect(this.haunt);
                  this.player2.clickCard(this.haunt);
                  expect(this.player2.honor).toBe(honor);
              });
  
              it('should not trigger if you are equally honorable to your opponent', function () {
                  this.player1.player.honor = 11;
                  this.player2.player.honor = 11;
  
                  this.noMoreActions();
                  this.initiateConflict({
                      type: 'military',
                      ring: 'air',
                      attackers: [this.kuwanan],
                      defenders: [this.kisada],
                      province: this.p1
                  });
  
                  this.player2.pass();
                  this.player1.pass();
  
                  let honor = this.player2.honor;
                  expect(this.player2).not.toBeAbleToSelect(this.haunt);
                  this.player2.clickCard(this.haunt);
                  expect(this.player2.honor).toBe(honor);
              });
          });
      });
  });
  
  