Two devs, many systems
A roguelike chess game has a lot of interacting rules. With a second developer in the codebase, one wrong dependency can create bugs that spread.
Layers with hard boundaries
A grid engine at the base, a chess engine with APIs on top, and game systems built only through those APIs.
Safe to extend, reusable
New content slots in without touching the backend, and the grid engine is reusable in future projects.