Battle chronicle

A new legend is written: our hero challenges Swarm on floor 26.

our hero answers with fury: the queen leaps from H5 to H8 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

our hero claims the enemy rook by landing on D3.

Swarm's pawn falls on D3 and tears the pawn from our hero.

Without hurry or fear, our hero places the pawn on E3. From the dark, Swarm pushes the knight to G4, while our hero's knight takes H3, leaving G1 behind.

Swarm answers by moving the queen from E5 to H8. our hero captures the enemy pawn: the knight leaps from H3 to F4.

A cruel blow: Swarm's knight captures our hero's knight on F4.

our hero claims the enemy knight by landing on F4.

Swarm's pawn advances from C7 to C6. our hero advances the pawn from H2 to H3; then swarm sets the pawn on E5, watching every square.

our hero claims the enemy knight by landing on G4.

Swarm's pawn falls on F4 and tears the pawn from our hero.

our hero captures the enemy pawn: the pawn leaps from G4 to F5.

Swarm answers by moving the king from E8 to D8, while our hero slides the queen across the board, from D1 to H5. With dungeon cunning, Swarm brings the pawn to E3.

our hero captures the enemy pawn: the pawn leaps from F2 to E3.

Swarm's bishop advances from H7 to G6. our hero captures the queen on H8 and leaves Swarm in check.

Swarm sets the king on C7, watching every square. our hero captures the enemy bishop: the pawn leaps from F5 to G6.

From the dark, Swarm pushes the king to B7, while our hero's pawn takes G7, leaving G6 behind. Swarm answers by moving the pawn from C6 to C5.

our hero's pawn crowns on G8 and becomes a queen.

With dungeon cunning, Swarm brings the rook to D8. our hero claims the enemy rook by landing on D8.

Swarm's king advances from B7 to A7. From B8, our hero's queen forces Swarm to defend.

Swarm sets the king on A6, watching every square. Check: our hero tightens the net by bringing the queen to C8.

From the dark, Swarm pushes the king to A5. our hero gives check with the queen on A7.

Swarm answers by moving the king from A5 to B4. From B7, our hero's queen forces Swarm to defend.

With dungeon cunning, Swarm brings the king to C4. our hero delivers the final mate from B3.

Game details

Hero's colour
White
Time control
10+0
Actual duration
53 s
Moves
39
How it ended
checkmate
Captures (hero / opponent)
9 / 3
Material captured (hero / opponent)
31 / 5
First capture
move 0

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 (39 moves) lasted longer than 89% of the games on this floor.

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