Clue the game (design)

Need help designing the classes for this game,for my object oriented course. Could anyone help please.
I designed my deck 3 object arrays for sospicious,room and weapon.
Another class for player and one other for game.
What else should i use.

first of all, to end this discussion, Clue is Cluedo. It's the same game, it only has different names in different countries. I know it as Cluedo in Belgium and Germany, my wife who is American knows it as Clue. Perhaps if this thread continues long enough, a Chinese programmer will come forward claiming that he played the same game during his yought as 'Mystery of the temple of Yi' or such...
(And for the Pratchet fans amongst you, The gods of Diskworld seem to play the same game too, under yet another name. See the opening pages of 'Interesting times')
But now to the original question.
The first choice would be: Clue/Cluedo is a multiplayer game. To make it interesting you even need four players at least. Two players won't just cut the job. So how do you play this on one computer? Online game? AI adversaries? Server game with combination of real-time players and AI's? Each of this choices has different implications as to the design of the game.
Apart from that however the design is quite straightforward and will become appearant as you walk through the rules step by step:
=> There are a number of CARDS, devided into 3 categories: weapons, suspects and rooms. The cards are devided amongst the players, so each one receives a DECK of them. Then there are two special decks:
- the 'MYSTERY DECK' contains one weapon, one suspect and one room. These are the cards the players have to guess
- the 'LEFTOVER DECK' contains the (0 - palyers-1) cards left over as every player gets an equal number of cards. This deck is open for all to see
=> There is the one and only gameboard upon which the players may move their PAWNS. For reasons of singularity, you can merge the gameboard with the 'game turn manager' into one master class GAME that oversees the board and the players, gives each player its turn and manages the position of the PAWNS on the board until one player is declared winner.
=> Every player has one PAWN, but there will be more pawns then players.
pawns can:
- being instructed by their PLAYER to move across the board, enter a room, exit a room (we'll get to the specific mechanics of that in a later stage). Pawns that aren't claimed by a player will not do this of course.
- Being summoned into a room
As a pawn represents a figure on the screen as well as a card naming this figure, I suggest to make a pawn a special subclass of card
=> then there are the PLAYERS:
- each player has a DECK of cards. A player can see the cards of his own deck and the ones of the LEFTOVER DECK but not the decks of the other players and certainly not the MYSTERY DECK
- each player has a PAWN he can move.
At the beginning of his turn:
- the player moves his pawn
# If the player enters a new room, he can call an 'accusation', naming a suspect pawn and a murder weapon. (Implicitly he also names a room, which happens to be the room he is in.)
- The pawn of the suspect is summoned to the room he is in.
- If the room, weapon and suspect match the cards in the MYSTERY DECK, the player is declared winner.
- if not, he must withdraw from the game.
# if the player enters a new room he can call a 'suspicion' naming a suspect pawn and a murder weapon. (Implicitly he also names a room, which happens to be the room he is in.)
- The pawn of the suspect is summoned into the room he is in. Then starting from the player next to him:
+ if the other player has EXACTLY ONE of the cards, he will automatically show this card to the asking player
+ if he has MORE THEN ONE of the cards, he may choose which one to show
+ if he has NONE of the cards, he signals 'no objection' and the questioning passes on to the next player. until either
# this player has one or more of the cards
# the turn passes back to the original player
Putting everything together we have:
=> the GAME class
- containing the gameboard,
- managing the rules for moving, entering and exiting rooms
- managing the PLAYERS, assigning turns to them
- managing the LEFTOVER DECK and the MYSTERY DECK
=> the CARD class, containing the following subclasses:
- WEAPON CARDS: Just carrying the name of the weapon. (As this is nothing special, we can skip this class and threat a weapon as a base class card)
- ROOM CARDS: Next to being cards, these are also linked to one or several positions on the gameboard. Again, as there will be a link from the gameboard to the room, but none from the room to the board, you can find some way to skip this classes and threat rooms as a base class card)
- SUSPECT CARDS: assigned to a position on the screen (a room or a position in the halways). Some suspect cards can be claimed by a player who then plays this person.
=> the DECK class: a deck contains several cards. Again three subclasses arise:
- PLAYER DECKS: visible only to the player that has them
- MYSTERY DECK: invisible to all, contains exactly one ROOM CARD, one SUSPECT CARD and one WEAPON CARD.
- LEFTOVER DECK: visible to all
=> the PLAYER class
- contains (reference to) one SUSPECT CARD/player piece
- contains one DECK of cards
- can MOVE a selected number of fields, enter/exit a room
- can call an 'accusation' to the MYSTERY DECK
- can call a 'suspicion' to all fellow players
- can answer a 'suspicion':
# automatically, when none of his cards matches the suspicion cards, send back a 'no objection' message and pass the suspicion on to the next player.
# automatically, when just one of his cards matches the suspicion cards, show this card to the current player
# manual, when several of his cards match the suspicion, choose the card to show to the current player.
'Niklas

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    Sculpt 2008, the online Game designing competition is all set to start on 16th January,2008.Felicity 08 is sponsored by companies like Electronic Arts Mobile , Computer Associates , Google , Cozy Games and many more .
    Expecting a Huge response.
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    lord_midnight wrote:
    ]morgair: I have done some small projects here n there, mostly just demos, I am almost finished with a retro styled platformer, just placing tiles and entities, finishing up the art, code is done except for a few custom routines for a boss. this project is actually pretty small, other than being online, its a good choice for a first game type of project. Im confident it is within my skillset.Thank you for the reply, I was unsure what level of help you needed, many on here come in and have never done any programming before, let alone, an actual game on-line or otherwise. It's nice to hear where you're at.
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