     var team2Cards:Int = 0;
     var totalCards:Int = 0;
     
+    var timer:NSTimer?
+    
+    var delay:Double = 0.01;
+    
     override func viewDidLoad() {
         super.viewDidLoad()
         

        
        if (totalCards > 0)
        {
            var flstring = String(format:"%.2f", 100*Double(team2Cards)/Double(totalCards))
            team1Chance.text = "1-\(team2Cards) (\(flstring)%)"
            
            flstring = String(format:"%.2f", 100*Double(team2Cards)/Double(totalCards))
            team2Chance.text = "\(team2Cards+1)-\(totalCards) (\(flstring)%)"
            
            rolledNumber.text = ""
            chosenTeam.text = ""

        // Dispose of any resources that can be recreated.
    }
    
    func timerFire(thisTimer:NSTimer)
    {
        print("delay: \(delay)")
        
        print("timer interval: \(timer!.timeInterval)")
        if (delay > 0.5)
        {
            //done with the rolling
            let rand = Int(arc4random_uniform(UInt32(totalCards)))+1
            rolledNumber.text = "\(rand)";
            rollButton.hidden = false;
            rollButton.setTitle("Continue", forState: .Normal)
            if (rand <= team2Cards)
            {
                chosenTeam.text = game.getTeamName(1)
            }
            else
            {
                chosenTeam.text = game.getTeamName(2);
            }

        }
        else
        {
            
            let rand = Int(arc4random_uniform(UInt32(totalCards)))+1
            rolledNumber.text = "\(rand)";
            
            //update delay rule
            delay *= (1.0+delay)
            //delay *= 1.1
            
            timer = NSTimer.scheduledTimerWithTimeInterval(delay,
                                                           target: self,
                                                           selector: #selector(RoundRouletteViewController.timerFire(_:)),
                                                           userInfo: nil,
                                                           repeats: false)
        }
    }

    @IBAction func rollButtonPressed(sender: AnyObject)
    {
