     }
     
     func blockTouched(touch: UITouch){
+        guard state != .Init else { return }
         let location = touch.locationInNode(self)
         let idx = blocks?.indexOf{
             return $0.containsPoint(location)

import SpriteKit
import GameplayKit

class GameScene: SKScene {
    
    var blocks:[CardNode]? = nil
    var btn:SKLabelNode? = nil
    var hiddenbtn:SKLabelNode? = nil
    
    override func didMoveToView(view: SKView) {
        /* Setup your scene here */

    
    func initBlocks() {
        let cards = (1...12).map { return String($0) }
        let skeleton = ["X"]
        let names = cards + skeleton + cards
        let shuffledNames = GKRandomSource.sharedRandom().arrayByShufflingObjectsInArray(names).map{ $0 as! String }
        blocks = shuffledNames.map {
            let node = CardNode()
