Designing a Chess System with Tournaments
A comprehensive LLD walkthrough integrating Factory, Strategy, Observer, and Singleton patterns
In this blog, we’ll walk through the design of a Chess system that supports tournaments. We’ll start with requirements gathering, discuss the design decisions and patterns to use, simulate an interview-style Q&A, and then gradually build up our code. This step-by-step process demonstrates good coding practices, flexibility, and scalability—all essential in an LLD interview.

1. Requirements Gathering
Functional Requirements:
Chess Game:
A game is played between two players.
The game consists of a chessboard, pieces (King, Queen, Pawn, etc.), moves, and game status (active, paused, win/draw).
Tournaments:
The system should support multiple tournament types (e.g., Knockout, Round-Robin).
Tournaments consist of several games between players.
The tournament system should be able to track progress and declare a final winner.
Notifications:
Players should be notified about tournament events (start, match updates, end).
Non-Functional Requirements:
Scalability & Extensibility:
Adding new tournament types or chess pieces should require minimal changes.
Maintainability:
Code should follow SOLID principles (SRP, OCP) and use design patterns to separate concerns.
Thread Safety:
Critical components (like GameManager and TournamentManager) must be singletons to avoid inconsistent states in a multithreaded environment.
2. System Overview and Design Decisions
Interview Q&A Example:
Interviewer: “How would you design a system to manage chess games and tournaments?” You: “I would start by defining the core entities such as Chess, Player, Account, ChessBoard, etc. For game management, I’d use a singleton GameManager to ensure that game state is centrally maintained. When it comes to tournaments, I’d use the Factory pattern to create different tournament types, the Strategy pattern to encapsulate tournament rules, and the Observer pattern to notify players about tournament events.”
Interviewer: “Why use these patterns?” You: _“- The Factory Pattern abstracts creation logic for different tournament types, ensuring we follow the Open-Closed Principle.
The Strategy Pattern lets us interchange tournament rules (knockout, round-robin) without modifying the tournament class.
The Observer Pattern decouples notification logic, so any changes in tournament state can be easily propagated to interested parties like players.
Finally, Singleton Pattern ensures that managers (like GameManager and TournamentManager) are globally accessible and maintain a consistent state.”_
3. High-Level Architecture
Core Chess Components:
Chess: Manages the game board, players, moves, and game status.
Player, Account, Color, Time: Represent user details and game metadata.
ChessBoard, Cell, CellPosition, Move: Represent the chessboard and moves.
Piece & Concrete Pieces (King, Queen, Pawn, etc.): Define the behavior of chess pieces.
PieceFactory: Creates pieces based on type.
Game Management:
GameManager (Singleton): Centralized management of individual chess games.
Tournament System:
TournamentStrategy (Strategy Pattern): Interface for tournament rules.
Concrete Strategies: Example stubs such as KnockoutTournament and RoundRobinTournament.
TournamentFactory (Factory Pattern): Creates tournaments based on type.
Tournament (Uses Strategy & Observer Patterns): Manages tournament lifecycle and notifications.
TournamentObserver (Observer Pattern): Interface for receiving tournament notifications.
TournamentManager (Singleton): Manages multiple tournaments.
4. Code Walkthrough
Below is the complete code covering all components. This is designed to be comprehensive yet high-level so that you can discuss and extend each part during your interview.
Chess System Classes
Chess Pieces & Factory
Concrete classes (only stubs shown for brevity):
Similarly implement Queen, Pawn, Bishop, Knight, Rook.
Game Management
Tournament System
Tournament Strategy (Strategy Pattern)
Example stub implementations (detailed match logic omitted):
Tournament Factory (Factory Pattern)
Observer Pattern: Tournament Notifications
Tournament Class (Uses Strategy & Observer)
Tournament Manager (Singleton)
Main Class
5. Final Thoughts & Interview Tips
Key Discussion Points:
Domain & Requirements: Explain the system’s responsibilities—from managing individual chess games to orchestrating tournaments.
Design Patterns:
Factory Pattern: Use the
TournamentFactoryandPieceFactoryto encapsulate object creation, adhering to the Open-Closed Principle.Strategy Pattern: The
TournamentStrategyinterface lets you switch tournament rules without modifying theTournamentclass.Observer Pattern: Players implement
TournamentObserverto receive notifications about tournament events, decoupling the notification mechanism.Singleton Pattern: Ensures that both
GameManagerandTournamentManagerare singletons for consistent global state.
Scalability & Extensibility: Discuss how the design allows for adding new tournament types (e.g., Swiss system) or chess piece behaviors with minimal changes.
Thread Safety: Mention using
volatileandsynchronizedto prevent race conditions in multi-threaded environments.
How to Proceed in an Interview:
Outline the High-Level Design: Start by explaining the core components and how they interact.
Discuss Each Design Pattern: Explain why you used each pattern and the benefits it brings to the system.
Walk Through the Code: Highlight key sections (like Tournament, TournamentManager, and GameManager) to show the separation of concerns.
Answer Questions: Be prepared to discuss trade-offs, potential improvements (like persistence or real-time notifications), and thread-safety considerations.
By following this structured approach, you’ll demonstrate not only your coding skills but also your ability to design scalable, maintainable, and extensible systems.
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