public void TurnStart()
    {
        turnStartText.StartCoroutine(turnStartText.TurnStart());
        if (playerTurn == (int)Player_Turn.mary)
        {
            playerMoves = playerMovesPerTurn;
        }
        else if (playerTurn == (int)Player_Turn.enemy)
        {
            lastMove.resetArray();
            playerMoves = enemyMovesPerTurn;
            if (aiBehaviour.AIMode)
            {
                aiBehaviour.Behaviour();
            }
        }

        foreach (Transform child in GameObject.Find("Spelplan").transform)
        {
            child.GetComponent <Owner>().skeletonMark = false;
        }
        maryDamageMultiplier           = 1;
        enemyDamageMultiplier          = 1;
        skeletonStaff.piecesToMarkLeft = skeletonStaff.piecesToMark;

        placeMode  = false;
        canCashOut = true;
        if (firstTurn)
        {
            staffUsed = true;
        }
        else if (!firstTurn)
        {
            staffUsed = false;
        }
        ResetCanChange();
        CharacterScaling();
        CharacterDarkening();
        NoMoreMoves();
        Staff();
        CheckCanCashOut();
        UpdateBloodPoints();
        UpdateMarkIndicators();
        UpdateMarkedPiece();
        guiManager.ButtonGlow();
    }