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Design an object-oriented Snake and Ladder game with a configurable board (default 100 squares), snakes (head → tail, going down), ladders (bottom → top, going up), dice rolling, and turn-based multiplayer.
Players start at position 0 and take turns rolling a die. After moving, if the player lands on a snake's head, they slide down to its tail; if they land on a ladder's bottom, they climb to its top. The first player to reach exactly the final square wins (overshoot rule is configurable). The game tracks statistics including total rolls, snakes hit, and ladders climbed per player.
Initialise board
Create an N×N board (default 100) with configurable snakes and ladders
Add snakes and ladders
Place snakes (head > tail) and ladders (top > bottom) with validation (no overlap)
Register players
Add 2+ players who take turns in order
Roll dice and move
Roll dice, advance player, apply snake/ladder if landed on one
Exact finish rule
Player must land exactly on the final square to win (configurable)
Win detection
First player to reach the final square wins the game
Game statistics
Track rolls, snakes hit, ladders climbed per player
Before diving into code, clarify the use cases and edge cases. Understanding the problem deeply leads to better class design.
Identify the primary actions users will perform. For a parking lot: park vehicle, exit vehicle, check availability. Each becomes a method.
Who interacts with the system? Customers, admins, automated systems? Each actor type may need different interfaces.
What are the limits? Max vehicles, supported vehicle types, payment methods. Constraints drive your data structures.
What happens on overflow? Concurrent access? Payment failures? Thinking about edge cases reveals hidden complexity.