anchor.diff:  			return FALSE
   		// Check if the ruleset is high impact and if a high impact ruleset has been executed
   		else if(new_rule.flags & HIGH_IMPACT_RULESET)
  -			if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
  +			if(threat_level < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
   				if(high_impact_ruleset_executed)
   					return FALSE
   
  
positive.code: 				continue
  			if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && mid_round_budget >= rule.cost)
  				// No stacking : only one round-ender, unless threat level > stacking_limit.
  				if (threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
  					if(rule.flags & HIGH_IMPACT_RULESET && high_impact_ruleset_executed)
  						continue
  
  
negative.code: 			rule = pickweight(drafted_rules)
  		// Check if the ruleset is high impact and if a high impact ruleset has been executed
  		else if(rule.flags & HIGH_IMPACT_RULESET)
  			if(threat_level < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
  				if(high_impact_ruleset_executed)
  					drafted_rules -= rule
  					if(drafted_rules.len <= 0)
  