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Chime·Software Engineer·Technical Phone Screen·Intermediate

Intermediate
May 2026

Summary

Chime SWE interview had me implementing a full board game engine from scratch. The rules for toppling and capture mechanics were dense enough that I spent the first ten minutes just re-reading the spec. Solid problem if you like simulation puzzles, rough if you don't.

Questions Asked (1)

Q1

Implement a function that takes a board size N (3 to 9) and a list of move strings, then returns whether the game is still in progress or which player has won. Moves are either Place (add a piece to a cell) or Topple (redistribute a stack in a direction), with capture rules and turn-alternation logic baked in.

Algorithms & Data StructuresTechnical Trade-offs
Author's notes

The spec was long.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the game rules and edge cases, then outline a data structure to represent the board and stacks. Propose a step-by-step simulation of moves, checking for win conditions after each move, and discuss trade-offs between different implementations.

Pro tip: Demonstrate maturity by discussing how you would test the solution with edge cases like maximum board size and complex topple chains, and mention potential optimizations for performance.

1. Clarify Requirements

Ask questions to confirm the exact rules: capture mechanics, topple direction mapping, win conditions, and input validation. Ensure you understand the expected output format.

2. Design Data Structures

Choose a representation for the board (e.g., 2D array of stacks) and define how to track player turns and game state. Consider using a class or struct for clarity.

3. Implement Move Processing

Write functions to handle Place and Topple moves, including updating stacks, applying captures, and checking for win conditions after each move.

4. Handle Edge Cases

Account for invalid moves, board boundaries, topple chains that may cause further captures, and the maximum board size. Ensure turn alternation is correctly enforced.

5. Test and Optimize

Walk through examples, test with small boards, and discuss time/space complexity. Mention potential optimizations if needed.

Key Points to Mention

  • Board representation using a 2D array of stacks to efficiently manage multiple pieces per cell.
  • Turn alternation logic and how to track the current player.
  • Capture rules: when and how pieces are captured after a move.
  • Topple mechanics: direction vectors, redistribution of pieces, and potential chain reactions.
  • Win condition detection: checking for a certain number of pieces in a row or other criteria.
  • Edge cases: invalid moves, board boundaries, and maximum board size (N=9).

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.