anchor.diff:      this._arena = new Arena(xSize, ySize, int.parse(level.children[2].text),
           int.parse(level.children[6].text), int.parse(level.children[0].text),
           level, players);
  -    
  +
       //select first player based on startposition in levels.xml
       int order = players.length - int.parse(level.children[1].text);
       if (order == players.length) {
         order = 0;
       }
       currentPlayer = players[order];
  -    
  +
       initDies(players);
  -    
  -    
  -  }
  -  
  -  initDies (List<Player> list){
  -    int sum=0 ;
  -    for (int i =1 ; i<list.length;i++){
  -        int  temp=list[i].territories.length*3;
  -          sum += temp;
  -     }
  -    sum= (sum/list.length-1).round();
  -    for(int i =1;i<list.length;i++){
  +  }
  +
  +  initDies(List<Player> list) {
  +    int sum = 0;
  +    for (int i = 1; i < list.length; i++) {
  +      int temp = list[i].territories.length * 3;
  +      sum += temp;
  +    }
  +    sum = (sum / list.length - 1).round();
  +    for (int i = 1; i < list.length; i++) {
         list[i].giveDies(sum);
       }
     }
  -  
  +
     nextPlayer() {
       if (currentPlayer.id != "whitefield") {
  -      currentPlayer.resupply(); //give this player the right amount of dies on random fields
  +      currentPlayer
  +          .resupply(); //give this player the right amount of dies on random fields
       }
   
       for (int i = 0; i < players.length; i++) {
  
positive.code:     for (int i = 0; i < territories.length; i++) {
        if (territories[i].dice > 2) {
          territories[i].neighbours.values.forEach((f) {
            if (territories[i].ownerRef.id  != f.ownerRef.id&& f.ownerRef.id !="whitefield" ) {
              if (territories[i].dice > f.dice + 1 || territories[i].dice == 8) {
                list.add(territories[i]);
                            list.add(f);
                return list;
              }
            }
  
negative.code: abstract class Player {
    String id;
    List<Territory> territories;
    var pool;
    /**
     * Constructor-class for player-object
     * 
  