Design and Simulate a Four-Player Card Game

Quick Overview

Work through a three-stage object-oriented card game covering dealing, follow-suit trick state, configurable scoring, and deterministic tests.

Design and Simulate a Four-Player Card Game

Company: Scale AI

Role: Software Engineer

Category: Software Engineering Fundamentals

Difficulty: medium

Interview Round: Technical Screen

# Design and Simulate a Four-Player Card Game Design a stateful card-game program using Card, Deck, and Player abstractions. The exercise grows in three stages and should keep the state transitions explicit enough to test. ### Constraints & Assumptions - There are four players and a standard deck dealt evenly after shuffling. - Cards in each hand are ordered consistently by suit and rank. - A player must follow the lead suit when able; the rule for choosing among legal cards must be stated because the source does not fix one. - Scoring cards are 5s, 10s, and Kings; state any point values before calculating totals. ### Clarifying Questions to Ask - Which rank is highest, and is there a trump suit? - How is a legal card selected when a player has several choices? - How many points are assigned to each scoring rank, and how are ties resolved? ### Part 1 — Model, Shuffle, Deal, and Sort Define the responsibilities of Card, Deck, and Player, then explain how a shuffled deck is distributed evenly and each hand is sorted. #### What This Part Should Cover - Card identity and comparison rules. - Deck ownership and shuffle injection for repeatable tests. - Dealing and hand-order invariants. ### Part 2 — Simulate Thirteen Tricks Run thirteen rounds. Every player follows the starter's suit when possible, the trick winner becomes the next starter, and all played cards leave their hands. #### What This Part Should Cover - Legal-move enforcement and winner calculation. - Explicit turn, trick, and next-starter transitions. - Tests for void suits and the final trick. ### Part 3 — Score and Report the Winner Add scoring for 5s, 10s, and Kings, report each player's total, and identify the winner under a stated tie rule. #### What This Part Should Cover - One authoritative scoring table. - Score attribution from captured tricks. - Stable output and tie behavior. ```hint Make transitions observable Represent the current leader, played cards, captured cards, and remaining hands explicitly so every round can be checked. ``` ### What a Strong Answer Covers - Cohesive object ownership rather than shared mutable state. - Deterministic seams around shuffle and card choice. - Complete game invariants, error handling, and stage-by-stage tests. - Honest clarification of source details that are not specified. ### Follow-up Questions 1. How would you replay a game exactly from an event log? 2. How would you support a different scoring variant without rewriting the game loop?

Quick Answer: Work through a three-stage object-oriented card game covering dealing, follow-suit trick state, configurable scoring, and deterministic tests.

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Aug 26, 2026
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Design and Simulate a Four-Player Card Game

Design a stateful card-game program using Card, Deck, and Player abstractions. The exercise grows in three stages and should keep the state transitions explicit enough to test.

Constraints & Assumptions

  • There are four players and a standard deck dealt evenly after shuffling.
  • Cards in each hand are ordered consistently by suit and rank.
  • A player must follow the lead suit when able; the rule for choosing among legal cards must be stated because the source does not fix one.
  • Scoring cards are 5s, 10s, and Kings; state any point values before calculating totals.

Clarifying Questions to Ask Guidance

  • Which rank is highest, and is there a trump suit?
  • How is a legal card selected when a player has several choices?
  • How many points are assigned to each scoring rank, and how are ties resolved?

Part 1 — Model, Shuffle, Deal, and Sort

Define the responsibilities of Card, Deck, and Player, then explain how a shuffled deck is distributed evenly and each hand is sorted.

What This Part Should Cover Guidance

  • Card identity and comparison rules.
  • Deck ownership and shuffle injection for repeatable tests.
  • Dealing and hand-order invariants.

Part 2 — Simulate Thirteen Tricks

Run thirteen rounds. Every player follows the starter's suit when possible, the trick winner becomes the next starter, and all played cards leave their hands.

What This Part Should Cover Guidance

  • Legal-move enforcement and winner calculation.
  • Explicit turn, trick, and next-starter transitions.
  • Tests for void suits and the final trick.

Part 3 — Score and Report the Winner

Add scoring for 5s, 10s, and Kings, report each player's total, and identify the winner under a stated tie rule.

What This Part Should Cover Guidance

  • One authoritative scoring table.
  • Score attribution from captured tricks.
  • Stable output and tie behavior.

What a Strong Answer Covers Guidance

  • Cohesive object ownership rather than shared mutable state.
  • Deterministic seams around shuffle and card choice.
  • Complete game invariants, error handling, and stage-by-stage tests.
  • Honest clarification of source details that are not specified.

Follow-up Questions Guidance

  1. How would you replay a game exactly from an event log?
  2. How would you support a different scoring variant without rewriting the game loop?
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