Battle chronicle

The duel begins: our hero against Glade Witch on floor 28.

our hero's bishop lands on A4 and defeats Glade Witch's queen!

Checkmate! our hero topples Glade Witch and claims victory.

Loading…

The battle, move by move

our hero captures the enemy pawn: the knight leaps from B1 to C3.

A cruel blow: Glade Witch's rook captures our hero's pawn on D2.

our hero claims the enemy rook by landing on D2.

After toppling the bishop on D2, Glade Witch threatens our hero's king.

our hero captures the enemy pawn: the king leaps from E1 to D2.

Glade Witch gives check with the rook on D7.

our hero's king takes E3, leaving D2 behind. Glade Witch's bishop falls on C3 and tears the knight from our hero.

our hero captures the enemy bishop: the pawn leaps from B2 to C3.

In that instant, Backstab: one of Glade Witch's pieces vanishes without a trace.

With dungeon cunning, Glade Witch brings the knight to E5, and right after that with a steady hand, our hero brings the rook to B1. Glade Witch's pawn advances from F7 to F6; then our hero advances the bishop from F1 to B5.

Glade Witch's knight reaches C4 and threatens our hero's king.

Without hurry or fear, our hero places the king on F3, and from the dark, Glade Witch pushes the knight to D6. our hero captures the enemy queen: the bishop leaps from B5 to A4.

Glade Witch answers by moving the pawn from H7 to H5, and right after that our hero slides the knight across the board, from G1 to H3. With dungeon cunning, Glade Witch brings the king to F7.

our hero captures the enemy rook: the bishop leaps from A4 to D7.

Glade Witch's king advances from F7 to E7, and right after that our hero advances the bishop from D7 to F5. Glade Witch sets the king on F7, watching every square.

Without hurry or fear, our hero places the bishop on D7. Stealth. our hero's trap leaves Glade Witch confused.

From the dark, Glade Witch pushes the knight to B5. our hero claims the enemy knight by landing on B5.

Glade Witch answers by moving the king from F7 to E7. From B7, our hero's rook forces Glade Witch to defend.

With dungeon cunning, Glade Witch brings the king to F8. With a steady hand, our hero brings the rook to D1; then glade Witch's king advances from F8 to G8.

Glade Witch falls to our hero's mate. The legend grows.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 2 s
Moves
35
How it ended
checkmate
Captures (hero / opponent)
7 / 3
Material captured (hero / opponent)
27 / 7
First capture
move 0
Skills used
2

Floor 28 statistics

Against Glade Witch, heroes have won 26% of 77 finished games (20 wins, 54 losses, 3 draws). Average length: 22 moves. Average game time: 2 min 10 s. Most common ending: checkmate.

This game (35 moves) lasted longer than 77% of the games on this floor.

More from floor 28