This question has a lot more surface area than it looks.
Start by identifying the core entities (Board, Piece, Player, Move) and their relationships, then design the move validation and game state management. Emphasize extensibility for special moves and draw conditions, and discuss trade-offs between simplicity and performance.
Pro tip: Demonstrate deep understanding by discussing how to represent the board (e.g., 8x8 array vs. bitboards) and the implications for move generation and performance. Also, mention the importance of separating game rules from UI for testability.
Define classes like Board, Piece (with subclasses), Player, Move, and Game. Establish how they interact, e.g., Board contains squares, Game manages turns and state.
Outline how each piece generates pseudo-legal moves, then filter for legality (e.g., not leaving king in check). Discuss handling special moves like castling and en passant with specific conditions.
Explain algorithms for check, checkmate, stalemate, and draw conditions (threefold repetition, fifty-move rule, insufficient material). Consider efficient state tracking.
Use a command pattern or memento to store moves and board states. Discuss how to implement undo/redo by reverting moves or restoring snapshots.
Compare design choices (e.g., inheritance vs. composition for pieces, board representation) and how they affect performance, memory, and ease of adding new rules.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.