Battle chronicle

our hero draws pieces against Geist. The dungeon watches in silence.

our hero's pawn lands on D4 and defeats Geist's rook!

Checkmate! our hero topples Geist and claims victory.

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The battle, move by move

A clean strike: our hero's pawn topples the pawn on E3.

Geist's king advances from E8 to F7. From C1 to A3, our hero's bishop swallows Geist's knight.

Geist sets the rook on D5, watching every square; then without hurry or fear, our hero places the queen on C1. From the dark, Geist pushes the king to G8, and right after that our hero's pawn takes E4, leaving E3 behind.

Geist answers by moving the rook from D5 to D4; then our hero slides the pawn across the board, from C2 to C3. With dungeon cunning, Geist brings the bishop to B6.

From C3 to D4, our hero's pawn swallows Geist's rook.

our hero activates Backstab and silently removes a threat from Geist.

Geist's bishop advances from B6 to C7. A clean strike: our hero's pawn topples the pawn on C5.

Geist advances to C5 and claims our pawn.

From C1 to C5, our hero's queen swallows Geist's pawn.

From the dark, Geist pushes the bishop to F4. A clean strike: our hero's queen topples the pawn on E7.

Geist gives check with the bishop on D2.

From E1 to D2, our hero's king swallows Geist's bishop.

With dungeon cunning, Geist brings the pawn to E5. A clean strike: our hero's queen topples the pawn on E5.

Geist's king advances from G8 to F7. From E5 to A5, our hero's queen swallows Geist's pawn.

Geist sets the king on G6, watching every square. A clean strike: our hero's queen topples the pawn on A4.

From the dark, Geist pushes the king to G7. our hero's pawn takes H4, leaving H2 behind; then geist answers by moving the king from G7 to H7.

our hero slides the rook across the board, from H1 to H3. With dungeon cunning, Geist brings the king to H8, and with a steady hand, our hero brings the rook to G3.

Geist's king advances from H8 to H7, while our hero advances the rook from G3 to B3. Geist sets the king on G7, watching every square.

Without hurry or fear, our hero places the rook on B6; then from the dark, Geist pushes the king to H7. Check: our hero tightens the net by bringing the queen to A7.

Geist answers by moving the king from H7 to H8. And it is checkmate: our hero ends the game on B8.