anchor.diff:      }
       return ret;
     }
  +
  +  void killEveryone(String reason) {
  +    for(GameEntity ge in members) {
  +      ge.makeDead(reason);
  +    }
  +  }
  +
     List<GameEntity> getLivingMinusAbsconded(){
       var living = getLiving();
       for(num i = 0; i<this.absconded.length; i++){
  
positive.code:     //if not, call start again with numTurns ++
      teams.sort(); //we do this every turn because mobility can change and should effect turn order.
      for(Team team in teams) {
          team.takeTurn(div, turnsPassed, teams);
      }
      if(strifeEnded()) {
        processEnding();
      }else {
         turnsPassed ++;
         startTurn(div);
      }
    }
  
    //a strife is over when only one team is capable of fighting anymore. livingMinusAbsconded == 0;
  
negative.code:   List<Team> teams; //for now, assume 2 teams, but could support more in future. think terezi +dave +dirk fighting two non-allied Jacks
    num turnsPassed = 0; //keep track for interuptions and etc.
    Strife(this.teams);
    num timeTillRocks = 99999999; //unless it's a royalty fight, assume no rocks.
  
    //TODO for now keeping old code as reference material, but delete it whole sale. it is too tangled up in "this" is a GameEntity.
  
  