private static void Morguage(GamePlayer Player, int propID, bool undo = false)
        {
            HouseCardData thishouse = (from h in Player.MyState.LocalCardData
                                       where h.ID == propID
                                       select h).FirstOrDefault();

            OwnedProperty local = (from h in Player.PlayerProperty
                                   where h.ID == propID
                                   select h).FirstOrDefault();

            if (!undo)
            {
                if (!local.Morguage)
                {
                    int updatedcash = 0;
                    local.Morguage   = true;
                    updatedcash     += local.HouseLevel * thishouse.HouseCost / 2;
                    local.HouseLevel = 0;
                    updatedcash     += thishouse.BuyCost / 2;
                    Player.Cash     += updatedcash;
                }
            }
            else
            {
                Player.Cash   -= thishouse.BuyCost / 2;
                Player.Cash   -= thishouse.BuyCost / 20;
                local.Morguage = false;
            }
        }
        private static void PayRent(HouseCardData house, GamePlayer payingPlayer, GamePlayer landLord)
        {
            int cashToPay = 0;
            int diceout   = 0;

            foreach (var item in payingPlayer.MyState.lastDieRoll)
            {
                diceout += item;
            }
            OwnedProperty prop = (from h in landLord.PlayerProperty
                                  where h.ID == house.ID
                                  select h).FirstOrDefault();

            if (!prop.Morguage)
            {
                switch (house.Type)
                {
                case "Standard":
                    switch (prop.HouseLevel)
                    {
                    case 0:
                        if (prop.SetLevel == 1)
                        {
                            cashToPay = house.Rent0 * 2;
                        }
                        else
                        {
                            cashToPay = house.Rent0;
                        }
                        break;

                    case 1:
                        cashToPay = house.Rent1;
                        break;

                    case 2:
                        cashToPay = house.Rent2;
                        break;

                    case 3:
                        cashToPay = house.Rent3;
                        break;

                    case 4:
                        cashToPay = house.Rent4;
                        break;

                    case 5:
                        cashToPay = house.Rent5;
                        break;

                    default:
                        break;
                    }
                    break;

                case "Station":
                    switch (prop.SetLevel)
                    {
                    case 0:
                        cashToPay = house.Rent0;
                        break;

                    case 1:
                        cashToPay = house.Rent1;
                        break;

                    case 2:
                        cashToPay = house.Rent2;
                        break;

                    case 3:
                        cashToPay = house.Rent3;
                        break;

                    default:
                        break;
                    }
                    break;

                case "NutsVoorziening":
                    if (prop.SetLevel == 1)
                    {
                        cashToPay = house.Rent1 * diceout;
                    }
                    else
                    {
                        cashToPay = house.Rent0 * diceout;
                    }
                    break;

                default:
                    break;
                }
            }
            payingPlayer.Cash -= cashToPay;
        }