General Update and Fixes (I'll try to break it up and explain everything)

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Fit and Finish to MinionCard::move
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The Minion Card tells the old base to remove it and the new base to "move" it (which is different than "playing" it. The new base will "set itself" on the card that it is adding.

removeMinion isn't really destroying it (aka when it moves). Therefore, it should have all its actions removed. Let the card remove its own actions when it knows its going to the discard.

In order to know if it is movable, a card will need to know where it is moving to and its current base. Thing could possibly prevent a card from moving to it?

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Polish on Base::destroyMinion
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The purpose of this method is so other bases can override it if they do special things (like giving people a vp). Really all this method is doing is telling the minion to go to the discard (which will then call removeMinion (possibly See Jumper)

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Implement MinionCard::discard
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Note: The MinionCard super class does all the heavy lifting. Subclasses will do special actions then either call the heavy lift or not (Jumpers for example may not)

To "discard" a card, first tell the base to remove it.  Then remove the reference to the base. Then remove all actions on the minion. Then add it to its owners discard pile (which was added)
Move Fixes and Clean Up!!!

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Fixed MinionCard::CurrentPower
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Added the bases modifier to the currentPower call. Also added check to make sure that the returned current power is never less than 0.

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Fixed DoorToBeyond
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Now has active/deactive state so it can modify its power up and down appropriately (instead of up everytime update is called with owner < 3 cards)

New Track add the base Smash Up and then UI then add expansions one at a time to have goals and accomplishments
Start of a new Begining! Added Zombies

Specifically, added zombies to global faction and deck constructor.

Also added Walkers.
Walkers still have a open TODO item around a bool choice (haven't figured it out... :/)
Added Grave Digger

"You may place a minion from your discard pile into your hand."

Added it to Minions and DeckConstructor.

Modified minionInDiscard to able to handle an optional choice (may) right now that is stored as NULL that could change

Modified DeadRises and Across the Divide and Really... they need another look
Add Tenacious Z and Modified Spectre to play from discards

For both Tenacious Z and Spectre we needed a method to see if they are in the discard pile. Since the only way they can be played is if they are in the hand or the discards. It is easier/faster to say, if they aren't in the hand then they are in the discards.

This was added to fPlay of the Spectre.
Also added global (boo) bool playedTenaciousZ which marks whether or not the TenaciousZ has been played that turn. only zombies decks will ever modify that variable outside of begin and end turn.
Added Zombie Lord

"You may play an extra minion of power 2 or less from your discard pile on each base where you have no minions."

Also added Tenacious Z to Minions and DeckConstructor