anchor.diff:      //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);
  -    }
  +        team.takeTurn(div, turnsPassed, teams); //will handling resetting player availablity
  +    }
  +    checkForRocks();
       if(strifeEnded()) {
         processEnding();
       }else {
          turnsPassed ++;
          startTurn(div);
       }
  +  }
  +
  +  void checkForRocks() {
  +      if(turnsPassed > timeTillRocks) {
  +        for(Team team in teams) {
  +            team.killEveryone("from terminal meteors to the face");
  +        }
  +      }
     }
   
     //a strife is over when only one team is capable of fighting anymore. livingMinusAbsconded == 0;
  
positive.code:   List<GameEntity> members;
    List<GameEntity> potentialMembers = new List<GameEntity>(); //who is allowed to join this team mid-strife. (i.e. I would be shocked if a player showed up to help a Denizen kill their buddy).
    List<GameEntity> absconded; //this only matters for one strife, so save to the team.
    String name = ""; //TODO like The Midnight Crew.  If not given, just make it a list of all members of the team.
    Team.withName(name, this.members);
    Team(this.members) {
  
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.
  
  