//I can't actually serialize a deck as a GameObject...
	public void createDeckAndSendToEveryone(){
		//Debug.Log (numberOfPlayers+" players are in the room, including you, the host");
		//Debug.Log ("Game knows all players: " + players.Where(x => x!=null).Select(x=>x.getName()).Aggregate((c,n)=>c+", "+ n));
	    //Debug.Log ("Game knows player affiliations: " + players.Where (x => x != null).Select (x => x.getAffiliation ()).Aggregate ((current, next) => current + "," + next));
		deck = new Deck (new VictimGenerator (), numberOfRounds, players.Where(x=>x!=null).ToArray(), cardPrefab);
        //Debug.Log("Host created deck of size " + deck.cards.Length);
        photonView.RPC ("receiveDeck", PhotonTargets.Others, deck.serializeVictims());
        //Debug.Log(deck.victims.Select(x=>x.ToString()).Aggregate((c, n) => c + "," + n));
	}