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← Low-Level Design & Design Patterns

OOP Fundamentals & SOLID Principles

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Creational Design Patterns

  • Singleton Pattern
  • Factory & Abstract Factory
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  • Prototype Pattern

Structural Design Patterns

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

Behavioral Design Patterns

  • Strategy Pattern
  • Observer Pattern
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  • Template Method
  • State Pattern
  • Chain of Responsibility
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Machine Coding Exercises

  • Parking Lot — Requirements & Class Design
  • Parking Lot — Implementation
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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
✓ FreeBeginner· 5 min read

Design Snake and Ladder

Board/Player/Dice/Snake-Ladder-mapping classes, a generic turn-based flow reusable for similar dice games, and multiplayer turn management.

Published September 23, 2026


Design Snake and Ladder

Core classes

class Board {
    private final int size; // e.g. 100
    private final Map<Integer, Integer> jumps = new HashMap<>(); // cell -> destination, for BOTH snakes and ladders

    void addSnake(int head, int tail) { jumps.put(head, tail); } // head > tail
    void addLadder(int bottom, int top) { jumps.put(bottom, top); } // top > bottom

    int resolveLanding(int position) {
        return jumps.getOrDefault(position, position); // uniform lookup — caller doesn't need to know snake vs ladder
    }
}

class Dice { int roll() { return ThreadLocalRandom.current().nextInt(1, 7); } }
class Player { String name; int position = 0; }

Modeling both snakes and ladders as the same jumps map (rather than two separate structures) is the key simplification: from the board's perspective, both are just "landing on cell X actually means you end up at cell Y" — the distinction between a snake (Y < X) and a ladder (Y > X) is purely cosmetic/narrative, not structurally different, so there's no reason to model them as two different classes or maintain two lookup structures.

Generic turn-based flow

class Game {
    private final Board board;
    private final Dice dice;
    private final List<Player> players;
    private int currentPlayerIndex = 0;

    Player playTurn() {
        Player current = players.get(currentPlayerIndex);
        int roll = dice.roll();
        int newPosition = current.position + roll;
        if (newPosition <= board.getSize()) { // overshoot rule: a roll past the final cell doesn't move the player
            current.position = board.resolveLanding(newPosition);
        }
        currentPlayerIndex = (currentPlayerIndex + 1) % players.size();
        return current;
    }

    boolean hasWinner() { return players.stream().anyMatch(p -> p.position == board.getSize()); }
}

This structure — Board, Dice, Player list, a turn-cycling index, and a playTurn()/hasWinner() pair — generalizes directly to other simple dice-based board games (a straightforward racing game with different board rules) with minimal change, precisely because none of the turn-management logic is snake-and-ladder-specific; only Board.resolveLanding()'s jump semantics are.

Multiplayer turn management and win condition

The currentPlayerIndex modulo cycling is the same pattern used in Tic-Tac-Toe / Board Game Design and Elevator System's request handling — a simple, robust way to cycle through N players without special-casing 2-player vs N-player. hasWinner() checking position == board.getSize() exactly (not >=) directly reflects the overshoot rule already enforced in playTurn() — a roll that would overshoot the final cell is a no-op move, not a win, which is a real rule worth stating explicitly since it's easy to get wrong (some implementations incorrectly clamp to the final cell instead of skipping the move entirely).

Follow-up questions this topic invites — and their answers

Q: Why store jumps as cell-to-destination rather than separate snake/ladder data structures with head/tail semantics? A: The game never needs to know WHY a jump happened, only that landing on cell X means ending at cell Y — collapsing snakes and ladders into one uniform lookup removes an entire unnecessary branch ("is this a snake or ladder?") from every turn's resolution logic.

Q: How would you validate that a snake/ladder configuration doesn't create an infinite loop (e.g., a snake head placed at a ladder's bottom)? A: A validation pass at board-setup time checking that no jump destination is itself a jump source (or more generally, that following the jump chain from any starting cell terminates) — this is worth mentioning as a real edge case the interviewer might probe, even if not fully implemented under time pressure.

Q: How would you extend this design to support a game where players can be sent backward by other mechanisms, not just fixed board cells? A: The resolveLanding() abstraction already generalizes well — a different game's 'go back 3 spaces' card-draw mechanic would just be a different kind of position modifier, computed dynamically rather than looked up from a static jumps map, but plugging into the same 'compute where you actually land after a move' extension point.

Q: Is Dice.roll() being a hard dependency inside Game/Player a design concern? A: Yes — injecting Dice (as an interface) rather than hard-coding random rolling would make the game deterministically testable (a FixedSequenceDice test double returning a scripted sequence of rolls), the same Dependency Inversion argument applied throughout this course to any source of external/random behavior.

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Design a Card Game Framework

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Lesson: Design Snake and Ladder

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