Create a class "Perks" which contains all the available perks, such as the perks "contained" in a certain "casella" (so if I land on that "casella", I will gain some perk), list what a perk does, store these perks for a maximum number of turns (so like If I gain a certain perk, I will have it for a certain number of turns, depends on how much powerful this perk is), have a random sudden perk for all the players during an entire turn. In this class we can add also the "Downgrades" with the same features as the perk, so maybe when I land on a certain "casella" it will trigger a downgrade. In the same way of the sudden perk, we can implement a sudden downgrade (alternating it with the perk, so we do not have a sudden perk and a downgrade in the same turn), ...
Create a class "Perks" which contains all the available perks, such as the perks "contained" in a certain "casella" (so if I land on that "casella", I will gain some perk), list what a perk does, store these perks for a maximum number of turns (so like If I gain a certain perk, I will have it for a certain number of turns, depends on how much powerful this perk is), have a random sudden perk for all the players during an entire turn. In this class we can add also the "Downgrades" with the same features as the perk, so maybe when I land on a certain "casella" it will trigger a downgrade. In the same way of the sudden perk, we can implement a sudden downgrade (alternating it with the perk, so we do not have a sudden perk and a downgrade in the same turn), ...