I will try to reveal what I'm doing without spoiling the map. If you need more specifics or a video clip of what happens, please private message me a way to contact whoever more directly (I can use Discord). I don't like giving spoilers. --- Memory Error Platform: Nintendo Switch --- I can only suspect a memory error is occuring due to either some unforeseen event or its a memory error caused by not being able to move ALL units from one location to another. For example: At the START OF MATCH there are units spawned under NEUTRAL player (around 50 or so units). Later, I TELEPORT some units from one LOCATION to another LOCATION. When this happens, I move some units from the LOCATION that had units at START OF MATCH to specific LOCATIONs, but not all the units will fit into the other location. When I do this during a single turn, everything seems to work okay. However, if I go through 5 turns (Players 1, 2, 3, 4, 1) and end up on Player 2's turn, it gets stuck in a cycle of spawning units at the "START OF MATCH" LOCATION, after I TELEPORTed a unit from a different LOCATION upon the death of a unit (doesn't matter the unit type). Thoughts of what might not be working properly... Maybe start of match isn't only getting triggered then, or if there is a memory error, maybe it's defaulting to a 0 start memory location of some sort and thus executes on an infinite loop of spawning units at the initial location. - If this is the case, it is ignoring the CONDITION boolean I set to ensure it would execute only once. P.S. An other odd note. I noticed if you add a counter to have an incriment of 1 at END OF TURN, it will treat that trigger as a loop. That is odd behavior, when everything else gets executed once. The get past this, I added a boolean so it would break out of the loop. Ex: If(counter < 5) Counter++ Obviously that is a pseudo-ish representation of the trigger. It would loop that at END OF TURN, but if executed in the main method of the map turn (even on REPEAT), it would execute the trigger once and move to the next one. Also, I'm curious what language you are coding Wargroove in. Maybe I could help. Even if I'm not 100% familiar with the language, I am good at analyzing and could reference APIs. I like puzzles. Also, is there any chance you will double the Trigger and Location limits? Edit: I wonder if another possible fix could be if I could specify how many units from a location I coukd teleport, instead of ALL units. Maybe because it is unable to fit ALL units, it is causing a memory leak.