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Design Minesweeper Game

Last Updated: March 4, 2026

Ashish

Ashish Pratap Singh

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In this chapter, we’ll explore the low-level design of a Minesweeper game.

Lets start by clarifying the requirements:

1. Clarifying Requirements

Before starting the design, it's important to ask thoughtful questions to uncover hidden assumptions and better define the scope of the system.

Here is an example of how a conversation between the candidate and the interviewer might unfold:

After gathering the details, we can summarize the key system requirements.

1.1 Functional Requirements

  • Support configurable board sizes and mine counts through difficulty presets (easy, medium, hard)
  • The first click is always safe (never a mine)
  • Revealing a cell with zero adjacent mines triggers a cascade reveal of neighboring cells
  • Players can flag and unflag cells to mark suspected mines
  • Flagged cells cannot be revealed until unflagged
  • The game detects a win when all non-mine cells are revealed
  • The game detects a loss when a mine is revealed
  • The system tracks statistics (games played, wins, losses) across multiple games

1.2 Non-Functional Requirements

  • The design should follow object-oriented principles with clear separation of concerns
  • The system should be modular and extensible to support future features
  • The code should be thread-safe for concurrent access
  • The components should be testable in isolation

2. Identifying Core Entities

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