Battle chronicle
A new legend is written: our hero challenges Swarm on floor 26.
our hero answers with fury: the bishop leaps from D2 to A5 and captures the enemy queen.
In the end, our hero delivers checkmate and Swarm flees the board.
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The battle, move by move
With a steady hand, our hero brings the knight to H3. Swarm's bishop falls on A1 and tears the rook from our hero.
our hero captures the enemy pawn: the knight leaps from H3 to F4.
Swarm's queen reaches A5 and threatens our hero's king.
Without hurry or fear, our hero places the bishop on D2. In that instant, Backstab: one of Swarm's pieces vanishes without a trace.
From the dark, Swarm pushes the king to D8. our hero captures the enemy queen: the bishop leaps from D2 to A5.
Swarm answers by moving the king from D8 to E8, and right after that our hero slides the bishop across the board, from F1 to G2. With dungeon cunning, Swarm brings the bishop to E5; then with a steady hand, our hero brings the knight to H5.
Check from Swarm: the bishop plants itself on C3.
our hero claims the enemy bishop by landing on C3.
Swarm sets the pawn on D5, watching every square. Without hurry or fear, our hero places the rook on F1, while from the dark, Swarm pushes the rook to G6.
our hero claims the enemy pawn by landing on F5.
Swarm answers by moving the pawn from E7 to E5. our hero captures the pawn on E5 and leaves Swarm in check.
our hero activates Backstab and silently removes a threat from Swarm.
With dungeon cunning, Swarm brings the king to F8. Check: our hero tightens the net by bringing the rook to F5.
Swarm's rook advances from D7 to F7. our hero gives check with the bishop on B4.
Swarm sets the rook on D6, watching every square, and without hurry or fear, our hero places the rook on E5. From the dark, Swarm pushes the rook to E7.
our hero captures the enemy pawn: the rook leaps from E5 to D5.
Swarm answers by moving the rook from E7 to E4. our hero claims the enemy rook by landing on E4.
With dungeon cunning, Swarm brings the king to G8. With a steady hand, our hero brings the rook to C5, and right after that swarm's rook advances from D6 to A6.
our hero claims the enemy pawn by landing on C7.
Swarm sets the knight on F8, watching every square. our hero gives check with the bishop on D5.
From the dark, Swarm pushes the knight to E6. From G7, our hero's rook forces Swarm to defend.
Swarm answers by moving the king from G8 to H8. our hero slides the bishop across the board, from B4 to C3, and right after that with dungeon cunning, Swarm brings the rook to A5.
our hero gives check with the rook on E7.
Swarm's knight advances from E6 to G7. From E8, our hero's rook forces Swarm to defend.
Swarm sets the king on H7, watching every square. Check: our hero tightens the net by bringing the bishop to E4.
From the dark, Swarm pushes the king to H6. our hero captures the enemy knight: the knight leaps from H5 to G7.
Swarm answers by moving the rook from A5 to A7. From H8, our hero's rook forces Swarm to defend.
With dungeon cunning, Swarm brings the king to G5. Check: our hero tightens the net by bringing the rook to H5.
Swarm's king advances from G5 to G4. our hero gives check with the bishop on F3.
Swarm sets the king on F4, watching every square. From E5, our hero's bishop forces Swarm to defend.
From the dark, Swarm pushes the king to E3. our hero delivers the final mate from F5.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 3 min 24 s
- Moves
- 57
- How it ended
- checkmate
- Captures (hero / opponent)
- 9 / 1
- Material captured (hero / opponent)
- 25 / 5
- First capture
- move 1
- Skills used
- 2
Floor 26 statistics
Against Swarm, heroes have won 17% of 150 finished games (26 wins, 123 losses, 1 draws). Average length: 13 moves. Average game time: 53 s. Most common ending: checkmate.
This game (57 moves) lasted longer than 93% of the games on this floor.