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Design Online Chess

Last Updated: December 30, 2025

Ashish

Ashish Pratap Singh

This system design problem combines real-time communication, game state management, matchmaking algorithms, and rating systems. It tests your ability to design low-latency systems while handling the complexities of distributed state synchronization.

In this article, we will explore the high-level design of an online chess platform.

Game Lifecycle Overview

Before we dive into the technical requirements, it helps to understand what actually happens during an online chess game. Every game follows a predictable lifecycle, and understanding this flow will shape our design decisions.

It starts with matchmaking, where a player clicks "Play" and waits to be paired with an opponent of similar skill. Once matched, the game begins and both players connect to the same game session.

Moves are exchanged back and forth, clocks tick down, and eventually the game ends, either decisively through checkmate, resignation, or timeout, or as a draw.

The tricky part is handling the edge cases. What happens when a player's internet drops mid-game? They need a chance to reconnect, but we cannot leave their opponent waiting forever. What if both players run out of time simultaneously? What if someone tries to make an illegal move? These scenarios will drive much of our design complexity.

With this lifecycle in mind, let's clarify what exactly we are building.

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