Basically I have the problem that my `MinMax` algorithm isn't really working as intended. 

What I need is **to make my array pieces be copied to `newPieces`** so that `pieces` isn't changed when `newPieces` is.

Here is an extract of the `MinMax` algorithm: 

```
private int MinMax(
    int depth, Piece[] pieces, bool blacksTurn, 
    List<Move> Moves, Game game, int alpha, Move nextMove) {

    Piece[] newPieces=new Piece[24];
    Moves=Game.possibleMoves(pieces, blacksTurn, false);
    if(depth==0||Moves.Count==0) {
        return Evaluation(ref pieces);
    }

    int value;

    if(blacksTurn==true) {
        foreach(Move i in Moves) {
            newPieces=DeepCopy.ObjectExtensions.Copy(pieces);
            game.MovePiece(newPieces, blacksTurn, i.Moving, i.Destination, true);
            game.DisplayBoard(pieces);
            value=minMax(depth-1, newPieces, !blacksTurn, Moves, game, alpha, nextMove);

            if(alpha>value) {
                alpha=value;
                nextMove=i;
            }

    // ... 

```

Here is the Piece class.

```
[StructLayout(LayoutKind.Sequential)]
public class Piece
{

    public CellReference Location;
    public bool isBlack { get; set; }
    public bool isKing { get; set; }
    private int Value { get; set; }
    public bool taken { get; set; }

    public Piece()
    {

    }

    public Piece(int i, bool isBlack, bool isKing, int CellsEast, int CellsNorth, bool taken)
    {
        this.Value = i;
        Location.CellsEast = CellsEast;
        Location.CellsNorth = CellsNorth;
        this.isBlack = isBlack;
        this.isKing = isKing;
        this.taken = taken;
    }
}

```