Battle chronicle

The duel begins: our hero against Zombie on floor 12.

our hero answers with fury: the king leaps from E1 to F1 and captures the enemy rook.

In the end, our hero delivers checkmate and Zombie flees the board.

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The battle, move by move

our hero captures the enemy pawn: the pawn leaps from F2 to G3.

With dungeon cunning, Zombie brings the bishop to C6. With a steady hand, our hero brings the pawn to C4. After toppling the bishop on F1, Zombie threatens our hero's king.

our hero captures the enemy rook: the king leaps from E1 to F1.

Zombie sets the rook on B6, watching every square. our hero claims the enemy pawn by landing on D5.

Zombie's rook falls on B1 and tears the knight from our hero.

our hero's bishop takes A3, leaving C1 behind. A cruel blow: Zombie's bishop captures our hero's pawn on D5.

our hero claims the enemy rook by landing on B1.

With dungeon cunning, Zombie brings the pawn to A4. From G6, our hero's queen forces Zombie to defend.

Zombie's king advances from E8 to D8. our hero claims the enemy pawn by landing on H6.

Zombie sets the bishop on D7, watching every square. our hero captures the enemy pawn: the queen leaps from H6 to H5.

From the dark, Zombie pushes the bishop to C6, while our hero's knight takes F3, leaving G1 behind. Zombie answers by moving the pawn from B7 to B5, and our hero slides the knight across the board, from F3 to D4.

With dungeon cunning, Zombie brings the king to D7. our hero claims the enemy bishop by landing on C6.

Zombie's king advances from D7 to E6. From G6, our hero's queen forces Zombie to defend.

Zombie sets the king on D7, watching every square. Check: our hero tightens the net by bringing the queen to F5.

From the dark, Zombie pushes the bishop to E6. our hero gives check with the queen on D3.

Zombie answers by moving the bishop from E6 to D5. our hero captures the bishop on D5 and leaves Zombie in check.

With dungeon cunning, Zombie brings the king to E8. With a steady hand, our hero brings the king to F2; then zombie's knight advances from A7 to C8.

our hero advances the rook from H1 to B1, and right after that zombie sets the king on F8, watching every square. From F5, our hero's queen forces Zombie to defend.

From the dark, Zombie pushes the king to G7. Check: our hero tightens the net by bringing the queen to G4.

Zombie answers by moving the king from G7 to H7. our hero captures the enemy pawn: the knight leaps from C6 to E7.

With dungeon cunning, Zombie brings the pawn to B4. our hero claims the enemy pawn by landing on B4.

Zombie's king advances from H7 to H6. our hero captures the enemy knight: the knight leaps from E7 to C8.

Zombie sets the pawn on A5, watching every square. our hero claims the enemy pawn by landing on A5.

From the dark, Zombie pushes the king to H7, and our hero's rook takes B5, leaving B1 behind. Zombie answers by moving the king from H7 to H6.

our hero delivers the final mate from H5.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 50 s
Moves
51
How it ended
checkmate
Captures (hero / opponent)
12 / 3
Material captured (hero / opponent)
26 / 7
First capture
move 0

Floor 12 statistics

Against Zombie, heroes have won 57% of 230 finished games (132 wins, 76 losses, 22 draws). Average length: 41 moves. Average game time: 2 min 45 s. Most common ending: checkmate.

This game (51 moves) lasted longer than 67% of the games on this floor.

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