}     // end method RunPhase0

    IEnumerator RunPhase1()
    {
        currentPhaseDone = false;
        UIControllerScript.EnableRollDiceButton(false);
        diceRollValue = 0;
        StartCoroutine("RunDiceRoll");
        while (diceRollValue == 0)
        {
            yield return(new WaitForSeconds(.1f));
        }
        CalcNewResources();         // should be a coroutine?
        UIControllerScript.EnableRollDiceButton(true);
        currentPhaseDone = true;
    }     // end method RunPhase1