Battle chronicle
In the depths of Sewers, Alberto C. faces Bat.
Alberto C.'s knight lands on D2 and defeats Bat's rook!
The duel ends in a draw: Alberto C. and Bat withdraw.
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The battle, move by move
Alberto C. advances the knight from G1 to E2, and bat sets the pawn on C4, watching every square. Without hurry or fear, Alberto C. places the knight on C3.
From the dark, Bat pushes the king to F7. From C3 to D5, Alberto C.'s knight swallows Bat's pawn.
Bat answers by moving the knight from B7 to C5; then alberto C. slides the knight across the board, from D5 to C3. With dungeon cunning, Bat brings the king to G8.
With a steady hand, Alberto C. brings the king to E2. Check from Bat: the rook plants itself on H2.
Alberto C. advances the king from E2 to E3. Bat gives check with the rook on H3.
Without hurry or fear, Alberto C. places the king on E2. From the dark, Bat pushes the pawn to A6; then alberto C.'s king takes D1, leaving E2 behind.
Check from Bat: the rook plants itself on H1.
Alberto C. slides the king across the board, from D1 to C2, and with dungeon cunning, Bat brings the pawn to A3. With a steady hand, Alberto C. brings the knight to A2, while bat's pawn advances from E4 to E3.
From D2 to E3, Alberto C.'s pawn swallows Bat's pawn.
Bat sets the pawn on A5, watching every square; then without hurry or fear, Alberto C. places the king on C3. From the dark, Bat pushes the rook to A1.
From C3 to C4, Alberto C.'s king swallows Bat's pawn.
Bat's pawn reaches B5 and threatens Alberto C.'s king.
A clean strike: Alberto C.'s king topples the pawn on B5.
With dungeon cunning, Bat brings the king to H8. With a steady hand, Alberto C. brings the knight to C3, and bat's pawn advances from A3 to A2.
A clean strike: Alberto C.'s king topples the pawn on A5.
Bat's knight reaches B7 and threatens Alberto C.'s king.
Without hurry or fear, Alberto C. places the king on B6. From the dark, Bat pushes the king to G8.
A clean strike: Alberto C.'s king topples the knight on B7.
Bat answers by moving the king from G8 to H8, and right after that alberto C. slides the king across the board, from B7 to C6. With dungeon cunning, Bat brings the rook to D1.
A clean strike: Alberto C.'s knight topples the pawn on A2.
Bat's king advances from H8 to G7. Alberto C. advances the knight from A2 to C3, and bat sets the pawn on D5, watching every square.
A clean strike: Alberto C.'s knight topples the pawn on D5.
From the dark, Bat pushes the king to F7, and right after that alberto C.'s knight takes C3, leaving D5 behind. Bat answers by moving the rook from D1 to D3; then alberto C. slides the knight across the board, from C3 to E4.
With dungeon cunning, Bat brings the rook to D2. From E4 to D2, Alberto C.'s knight swallows Bat's rook.
Bat's king advances from F7 to G7. Alberto C. advances the knight from D2 to C4, while bat sets the king on F6, watching every square.
Without hurry or fear, Alberto C. places the pawn on E4. From the dark, Bat pushes the king to E7.
A clean strike: Alberto C.'s knight topples the pawn on E5.
Bat answers by moving the king from E7 to E8, and right after that alberto C. slides the knight across the board, from E5 to D7. With dungeon cunning, Bat brings the king to E7.
With a steady hand, Alberto C. brings the pawn to E5, while bat's king advances from E7 to E6. Alberto C. advances the king from C6 to C7, and bat sets the king on F7, watching every square.
Without hurry or fear, Alberto C. places the king on D6. From the dark, Bat pushes the king to G7, and right after that alberto C.'s pawn takes E6, leaving E5 behind.
Bat answers by moving the king from G7 to G8; then alberto C. slides the pawn across the board, from E6 to E7. With dungeon cunning, Bat brings the king to H8.
Promotion: on E8, Alberto C. turns a pawn into a queen.
Bat's king advances from H8 to G7. From F8, Alberto C.'s queen forces Bat to defend.
Bat sets the king on G6, watching every square. Check: Alberto C. tightens the net by bringing the queen to F6.
From the dark, Bat pushes the king to H7. Alberto C. gives check with the knight on F8.
Bat answers by moving the king from H7 to G8, and right after that alberto C. slides the knight across the board, from F8 to G6. With dungeon cunning, Bat brings the king to H7.
Check: Alberto C. tightens the net by bringing the queen to F7.
Bat's king advances from H7 to H6. Alberto C. advances the knight from G6 to F4, and bat sets the king on G5, watching every square.
From E6, Alberto C.'s knight forces Bat to defend.
From the dark, Bat pushes the king to H4. Check: Alberto C. tightens the net by bringing the queen to F4.
Bat answers by moving the king from H4 to H3. Alberto C. gives check with the knight on G5.
With dungeon cunning, Bat brings the king to G2. From F3, Alberto C.'s queen forces Bat to defend.
Bat's king advances from G2 to H2. Check: Alberto C. tightens the net by bringing the queen to H3.
Bat sets the king on G1, watching every square. Alberto C. gives check with the knight on F3.
From the dark, Bat pushes the king to F2; then alberto C.'s king takes D5, leaving D6 behind. Bat answers by moving the king from F2 to E2, and right after that alberto C. slides the king across the board, from D5 to C4.
With dungeon cunning, Bat brings the king to F2. With a steady hand, Alberto C. brings the king to D3.
Draw. The dungeon keeps the names of Alberto C. and Bat.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 2 min 40 s
- Moves
- 99
- How it ended
- stalemate
- Captures (hero / opponent)
- 10 / 0
- Material captured (hero / opponent)
- 16 / 0
- First capture
- move 2
Floor 4 statistics
Against Bat, heroes have won 48% of 640 finished games (305 wins, 90 losses, 245 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.
This game (99 moves) lasted longer than 90% of the games on this floor.