anchor.diff:  
         // THEN
         var expected = riskGameAttacking();
  +      expected.events.addAll([//
  +        new ArmyMoved()
  +            ..playerId = 1
  +            ..from = "western_australia"
  +            ..to = "new_guinea"
  +            ..armies = 2]);
         expected.countries["western_australia"].armies -= 2;
         expected.countries["new_guinea"].armies += 2;
   
  -      var expectedEvent = new ArmyMoved()
  -          ..playerId = 1
  -          ..from = "western_australia"
  -          ..to = "new_guinea"
  -          ..armies = 2;
  -
  -      expectEquals(engine.game, expected);
  -      return expectEvents([expectedEvent]);
  +      expectEquals(engine.game, expected);
  +      return expectEvents(expected.events);
       });
   
       test("can't move armies after a battle if not the same countries", () {
  
positive.code:       expected.players[2].reinforcement = 35;
  
        expectEquals(engine.game, expected);
        return expectEvents([new GameStarted()
              ..armies = 35
              ..playersOrder = [2, 1, 0], new NextPlayer()
              ..playerId = 2
              ..reinforcement = 35]);
      });
  
      skip_test('should NOT start game when it is not the master player', () {
  
negative.code: 
        // THEN
        var expected = riskGameFortification();
        expected.events.addAll([//
          new ArmyMoved()
              ..playerId = 1
              ..from = "western_australia"
              ..to = "new_guinea"
              ..armies = 2, //
          new NextPlayer()
              ..playerId = 2
              ..reinforcement = 3]);
        expected.countries["western_australia"].armies -= 2;
        expected.countries["new_guinea"].armies += 2;
  
  