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Behavioral Design Patterns

  • Strategy Pattern
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Machine Coding Exercises

  • Parking Lot — Requirements & Class Design
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  • Multi-Pattern Capstone: Design a Food Delivery App
Chaturmind
← Low-Level Design & Design Patterns

OOP Fundamentals & SOLID Principles

  • Object-Oriented Design Refresher
  • Single Responsibility & Open/Closed
  • Liskov Substitution & Interface Segregation
  • Dependency Inversion

Creational Design Patterns

  • Singleton Pattern
  • Factory & Abstract Factory
  • Builder Pattern
  • Prototype Pattern

Structural Design Patterns

  • Adapter & Facade
  • Decorator Pattern
  • Composite & Proxy
  • Bridge & Flyweight

Behavioral Design Patterns

  • Strategy Pattern
  • Observer Pattern
  • Command Pattern
  • Template Method
  • State Pattern
  • Chain of Responsibility
  • Iterator & Mediator
  • Visitor Pattern

Machine Coding Exercises

  • Parking Lot — Requirements & Class Design
  • Parking Lot — Implementation
  • Elevator System — Requirements & Class Design
  • Elevator System — Implementation & Scheduling
  • Library Management System
  • Tic-Tac-Toe / Board Game Design
  • Chess Engine Design
  • Vending Machine Design
  • ATM System Design
  • In-Memory Rate Limiter
  • Thread-Safe LRU Cache
  • Connection Pool Design
  • Producer-Consumer Class Design
  • Movie Ticket Booking System
  • Hotel Reservation System
  • Airline Booking / Seat Selection System
  • Splitwise / Expense Sharing System
  • Design a Logging Framework
  • Design a Notification/Observer-Based Pub-Sub
  • Design a Cache with Pluggable Eviction Policy
  • Design Snake and Ladder
  • Design a Card Game Framework
  • Design an Inventory Management System
  • Restaurant Management System
  • Food Delivery Order Matching
  • Design a Shopping Cart & Checkout Flow
  • Design a Recommendation Engine
  • Design a Job Scheduler
  • Design a Circuit Breaker
  • Design a Distributed ID Generator
  • Design a Pub-Sub Message Broker
  • Design Twitter/X
  • Multi-Pattern Problem: Design a Ride Booking Class Model
  • Multi-Pattern Problem: Design a Food Ordering Class Model
  • Design an Authentication/Authorization Module
  • Design a Form/Survey Builder
  • Design a Meeting Room / Calendar Booking System
  • Design a Search/Filter Engine for an E-Commerce Catalog
  • Design a Voting/Polling System
  • Design a Retry Mechanism with Backoff
  • Design a Health Check Aggregator
  • Design a Feature Flag System
  • Design a Config Management Client
  • Design a Leader Election Algorithm
  • Design a Distributed Counter
  • Design a Bloom Filter
  • Design a Consistent Hashing Ring
  • Design a Distributed Tracing Library
  • Design a Metrics Collection Library
  • Design an Audit Logging Framework
  • Design a Plugin/Extension System
  • Design a Workflow Engine
  • Multi-Pattern Capstone: Design a Food Delivery App
HomeLearnSystem DesignLow-Level Design & Design PatternsMachine Coding Exercises
✓ FreeIntermediate· 5 min read

Design a Card Game Framework

Deck/Card/Player/Dealer/GameRules classes, shuffling and dealing as discrete testable methods, and GameRules as an injected strategy for supporting multiple card games.

Published September 23, 2026


Design a Card Game Framework

Core classes

enum Suit { HEARTS, DIAMONDS, CLUBS, SPADES }
enum Rank { TWO, THREE, /* ... */ KING, ACE }
class Card { Suit suit; Rank rank; }

class Deck {
    private final List<Card> cards = new ArrayList<>();
    Deck() { for (Suit s : Suit.values()) for (Rank r : Rank.values()) cards.add(new Card(s, r)); } // standard 52-card build
    void shuffle() { Collections.shuffle(cards); }
    Card dealOne() { return cards.remove(cards.size() - 1); } // deal from the 'top' (end of list)
}

class Player { String name; List<Card> hand = new ArrayList<>(); }
class Dealer {
    Deck deck;
    void dealHands(List<Player> players, int cardsPerPlayer) {
        for (int i = 0; i < cardsPerPlayer; i++) {
            for (Player p : players) p.hand.add(deck.dealOne());
        }
    }
}

Shuffling and dealing as discrete, testable methods

Separating shuffle() and dealOne() into their own single-purpose methods (rather than one monolithic "setup the game" method) is what makes each independently testable: dealOne() can be unit-tested by asserting the deck shrinks by exactly one card and the returned card is no longer in the deck, with zero dependency on randomness — shuffle()'s randomness can be tested separately (e.g. asserting the deck still contains all 52 unique cards after shuffling, without asserting a specific order). Bundling shuffle-and-deal into one method would force every test of dealing logic to also account for shuffle's randomness, an avoidable coupling.

GameRules as an injected strategy

interface GameRules {
    int cardsPerPlayer();
    boolean isValidPlay(Card card, List<Card> currentHand, GameState state);
    Player determineWinner(List<Player> players, GameState state);
}

class PokerRules implements GameRules { /* 5 (or 2, for Hold'em) cards per player, hand-ranking win logic */ }
class BlackjackRules implements GameRules { /* 2 cards per player, closest-to-21-without-busting win logic */ }

class CardGame {
    private final Dealer dealer;
    private final GameRules rules; // injected — CardGame has zero knowledge of poker vs blackjack specifics

    void start(List<Player> players) {
        dealer.dealHands(players, rules.cardsPerPlayer());
    }
}

This is Strategy pattern applied to "what game is actually being played" — Deck, Card, Dealer, and CardGame's own orchestration logic are entirely game-agnostic; every game-specific rule (how many cards to deal, what counts as a valid play, how a winner is determined) lives behind the GameRules interface. Supporting a new card game means writing one new GameRules implementation, with zero changes to the shared framework — directly reinforcing the same pattern-recognition skill Strategy Pattern and Tic-Tac-Toe / Board Game Design's WinningStrategy build.

Follow-up questions this topic invites — and their answers

Q: Why deal from the end of the list (cards.remove(cards.size() - 1)) rather than the front? A: Removing from the end of an ArrayList is O(1) (no shifting of remaining elements); removing from the front is O(n) (every remaining card shifts down one position) — a minor but easy, free optimization once you're aware ArrayList's removal cost depends on position.

Q: How would isValidPlay() differ meaningfully between Poker and a game like Rummy? A: Poker's validity is mostly about betting/turn structure rather than card legality (any card in hand can generally be played per the betting round); Rummy's validity depends on forming actual valid melds/sequences from the hand — this difference is exactly what's isolated behind the GameRules interface, so CardGame's orchestration code never needs to know which validity model applies.

Q: Should Deck support more than one standard 52-card deck (e.g., games using multiple decks, or jokers)? A: Worth surfacing as a scoping question early (per the Object-Oriented Design Refresher's scoping guidance) — a small change to Deck's constructor (accepting a deck count, optionally including jokers as a configurable extra) accommodates this without restructuring the class, as long as it's anticipated rather than hard-coded to exactly 52 cards.

Q: Does GameState need to be its own class, or could game-specific state just live on Player/CardGame directly? A: A separate GameState class (holding things like the current pot in Poker, or the discard pile in Rummy) keeps game-specific mutable state cleanly separated from the game-agnostic Player/Dealer/Deck classes — bolting Poker-specific fields directly onto Player would leak game-specific concerns into a class meant to stay reusable across games.

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Lesson: Design a Card Game Framework

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