         newPile = solitaireScene.CGPointToPile(toLocation!)
         oldPile = solitaireScene.CGPointToPile(fromLocation!)
         
-        print(newPile?.name);
-        print(oldPile?.name);
-        
         if(touchedHidden) {
             if(flipHidden) {
                 if(newPile!.name == solitaireGame.deck.name && oldPile!.name == solitaireGame.deck.name) {

            let cardNode = nodeFromCard(tempCard);
            let cardPosition : CGPoint;
            
            if(baseYPosition == solitaireScene.bottomRowYPos) {
                cardPosition = CGPoint(x: toLocation!.x, y: (CGFloat(baseYPosition) - yPositionDeltas[--count]));
            } else {
                cardPosition = CGPoint(x: toLocation!.x, y: baseYPosition);

                }
            }
            
            print(newPile?.name);
            print(newPile);
            if newPile == nil {
                // If the new pile is not a valid position, move back to correct location
                moveCardsBack();
