private IEnumerator RollTheCard()
    {
        coroutineAllowed = false;
        int randomCardSide = 0;

        for (int i = 0; i <= 30; i++)
        {
            randomCardSide = Random.Range(0, 19);
            //Debug.Log("=> " + randomCardSide);
            gameObject.GetComponent <SpriteRenderer>().sprite = cards[randomCardSide];
            //rend.sprite = cards[randomCardSide];
            yield return(new WaitForSeconds(0.01f));
        }

        rewardCardNumber = randomCardSide;
        //Debug.Log("Card ID => " + rewardCardNumber);
        //Debug.Log("Turn" + Dice.prevTurn);


        switch (rewardCardNumber)
        {
        case 0:
            StartCoroutine(GameControl.AddPlayerScore(Dice.prevTurn, 400000));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 1:
            StartCoroutine(GameControl.AddPlayerScore(Dice.prevTurn, 11700000));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 2:
            StartCoroutine(GameControl.AddPlayerScore(Dice.prevTurn, 750000));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 3:
            StartCoroutine(GameControl.AddPlayerScore(Dice.prevTurn, 9500000));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 4:
            StartCoroutine(GameControl.AddPlayerScore(Dice.prevTurn, 4875000));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 5:
            StartCoroutine(GameControl.AddPlayerScore(Dice.prevTurn, 400000));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 6:
            StartCoroutine(GameControl.AddPlayerScore(Dice.prevTurn, 400000));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 7:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 1));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 8:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 2));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 9:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 3));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 10:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 2));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 11:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 3));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 12:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 1));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 13:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 2));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 14:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 3));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 15:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 2));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 16:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 3));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 17:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 1));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 18:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 2));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        case 19:
            GameControl.TransformPlayerPosition(Dice.prevTurn, (GameControl.returnPlayerIndex(Dice.prevTurn) + 3));
            GetComponent <BoxCollider2D>().enabled = true;
            break;

        default:
            Debug.Log("Reward No. " + rewardCardNumber);
            GetComponent <BoxCollider2D>().enabled = true;
            break;
        }

        coroutineAllowed = true;
    }