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

        }
        let SequenceActions = SKAction.sequence(actions)
        runAction(SequenceActions)
    }
    
    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

    
    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()
