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The Chess Game is one of the most fascinating and comprehensive Low-Level Design challenges you will encounter. Unlike simpler systems where the core logic is straightforward, chess presents a unique combination of complex rule enforcement, state management across multiple dimensions, and strategic interaction patterns that tests your ability to create clean, maintainable, and extensible object-oriented designs.
Chess has been played for over a millennium, and its rules have been refined to mathematical precision. Every piece has distinct movement capabilities. Special moves like castling and en passant add conditional complexity. The concept of 'check' and 'checkmate' requires understanding future game states. All this must be modeled in a system that remains understandable, testable, and open for extension (perhaps adding new game variants, AI opponents, or online multiplayer capabilities).
By the end of this comprehensive case study, you will have designed a complete chess game system from the ground up. You will master entity identification, relationship modeling, move validation strategies, game state management with undo/redo support, and the application of Strategy, Command, and Memento patterns in a cohesive, production-ready design.
Before writing any code or drawing any diagrams, a skilled designer must develop deep domain understanding. Chess is a domain with centuries of established terminology, rules, and conventions. Mastering this vocabulary is essential for creating a design that speaks the language of the domain—a core principle of Domain-Driven Design.
The Game of Chess: A Primer
Chess is a two-player strategy board game played on an 8×8 grid of alternating light and dark squares. Each player controls 16 pieces at the start: one King, one Queen, two Rooks, two Bishops, two Knights, and eight Pawns. The objective is to checkmate the opponent's King—placing it under inescapable threat of capture.
Key Domain Concepts:
Spending time truly understanding chess—perhaps playing a few games or watching expert analysis—will make your design work significantly faster and more accurate. Domain experts (chess masters) have precise mental models; your system should reflect their vocabulary naturally.
Functional requirements describe what the system must do. For a chess game, these requirements span game setup, move execution, rule enforcement, game termination, and optional features like move history. Let us enumerate requirements with precision.
Core Game Mechanics:
Non-functional requirements describe how the system should perform or qualities it must exhibit. These often matter more for long-term success than functional requirements, as they govern maintainability, extensibility, and user experience.
| Category | Requirement ID | Description |
|---|---|---|
| Performance | NFR-1.1 | Move validation shall complete within 50ms even for complex positions. |
| Performance | NFR-1.2 | Check and checkmate detection shall complete within 100ms. |
| Extensibility | NFR-2.1 | Adding new piece types (e.g., for chess variants like Capablanca Chess) shall require creating a new class, not modifying existing code. |
| Extensibility | NFR-2.2 | Adding new game variants (Chess960, King of the Hill) shall be supported through configuration or inheritance, not core logic changes. |
| Maintainability | NFR-3.1 | Move validation logic shall be unit-testable in isolation. |
| Maintainability | NFR-3.2 | The system shall have clear separation between game rules, UI, and persistence. |
| Usability | NFR-4.1 | Invalid moves shall produce meaningful error messages (e.g., 'King is in check; move your King or block the threat'). |
| Correctness | NFR-5.1 | All rules shall be FIDE-compliant (Fédération Internationale des Échecs). |
| Testability | NFR-6.1 | The system shall support loading arbitrary board positions for testing edge cases. |
| Portability | NFR-7.1 | Game logic shall be independent of any specific UI framework. |
Chess variants (Chess960, Bughouse, Atomic Chess) are highly popular. A rigid design that hardcodes standard chess rules will require painful rewrites to support variants. Design for extensibility from day one—this will profoundly influence your pattern choices.
Every design operates within constraints. Identifying these early prevents wasted effort and guides decision-making throughout the design process.
In a real design session or interview, asking clarifying questions demonstrates thoroughness and prevents scope creep later. Here are questions a thoughtful designer would ask—and the answers we'll assume for this case study:
| Question | Answer for This Design |
|---|---|
| Do we need to support chess variants? | Yes, the design should be extensible for variants, but we implement standard chess first. |
| Is timed play (chess clocks) required? | Optional; structure should allow adding time controls later. |
| Do we need to support saving/loading games? | Out of scope for core design, but undo/redo and move history are in scope. |
| How will users input moves? | Programmatically, via source and destination coordinates (e.g., e2 to e4). |
| Is online multiplayer in scope? | No, this is a local two-player game. |
| Do we need to record games in any standard format? | PGN export capability is desirable. |
| Should the system support 'takebacks' (undoing moves)? | Yes, for casual play; the Memento pattern will support this. |
| Is AI opponent in scope? | No, but the design should allow integrating AI players later. |
Notice how we explicitly defer features like AI, networking, and persistence while still designing to accommodate them. This is a hallmark of senior engineering: making scope decisions explicit rather than implicit, and designing for known future directions.
Use cases describe actor interactions with the system. Identifying the primary actors and their goals helps ensure our design addresses all necessary workflows.
| Use Case | Actor | Description | Postcondition |
|---|---|---|---|
| Start New Game | Player (either) | Initializes a fresh game with standard setup | Board is set up; White to move; game status is ACTIVE |
| Make a Move | Current Player | Selects a piece and destination square | If valid: piece moves, turn switches. If invalid: error returned, state unchanged. |
| Castle | Current Player | Executes kingside or queenside castling | King and Rook swap positions per castling rules |
| Capture a Piece | Current Player | Moves to square occupied by opponent's piece | Opponent's piece is removed from board |
| Promote a Pawn | Current Player | Pawn reaches final rank; selects promotion piece | Pawn replaced with selected piece type |
| Undo Last Move | Either Player | Reverts the game to the previous state | Board and game state restored to before the last move |
| Redo Move | Either Player | Re-applies an undone move | Board and state move forward to the next recorded state |
| Resign | Current Player | Concedes the game | Game ends; opponent wins |
| Offer Draw | Current Player | Proposes a draw to the opponent | If accepted: game drawn. If declined: play continues. |
| Query Legal Moves | Any Player | Asks which moves are valid for a piece | System returns list of legal destination squares |
Critical Use Case: Make a Move (Detailed)
The most frequent and complex use case is making a move. Its flow involves multiple validations:
Not all requirements are equally critical. Prioritizing helps focus design effort on the most impactful features first—a practice that mirrors agile development principles.
| Priority | Requirements | Rationale |
|---|---|---|
| Must Have | Game initialization, piece movement, check/checkmate detection, turn management, stalemate detection | Core gameplay is non-negotiable |
| Must Have | All special moves (castling, en passant, promotion) | Standard chess is incomplete without these |
| Should Have | Move history recording, undo/redo functionality | Expected in modern chess apps; enables learning and experimentation |
| Should Have | Threefold repetition and fifty-move rule detection | Required for tournament-compliant chess |
| Could Have | PGN export, insufficient material detection | Nice-to-have features for enthusiasts |
| Won't Have (this phase) | AI opponent, timed play, online multiplayer, persistence | Out of scope; designed for future extensibility |
Your class design should focus on Must-Have features. But your architecture (interfaces, abstractions, patterns) should accommodate all tiers. For example, even though AI is 'Won't Have' now, the Player abstraction should allow an AI implementation seamlessly.
We have completed a thorough requirements analysis for our Chess Game system. This foundational work will guide every design decision that follows.
What's Next:
With requirements firmly established, we move to identifying core entities. We will extract the essential classes from our requirements: Board, Piece, Player, Move, Game, and more. We'll distinguish between entities and value objects, apply the noun extraction technique, and create a candidate class list ready for relationship modeling.
You now have a comprehensive requirements specification for a chess game system. Every design decision in subsequent pages will trace back to these requirements. This traceability is what separates professional system design from ad-hoc development.