Battle chronicle
The duel begins: our hero against Bat on floor 4.
With an adventurer's precision, our hero takes the rival queen on E1.
Draw. The dungeon keeps the names of our hero and Bat.
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The battle, move by move
our hero's pawn takes F3, leaving F2 behind. Bat answers by moving the king from E8 to E7. our hero claims the enemy pawn by landing on E4.
With dungeon cunning, Bat brings the king to D7. our hero captures the enemy pawn: the pawn leaps from E4 to D5.
A cruel blow: Bat's rook captures our hero's pawn on H2.
our hero advances the knight from G1 to F3, and right after that bat sets the rook on H7, watching every square. Without hurry or fear, our hero places the knight on G5.
From the dark, Bat pushes the rook to G7, while our hero's knight takes F3, leaving G5 behind. Bat answers by moving the king from D7 to D8, and our hero slides the pawn across the board, from D2 to D4.
A cruel blow: Bat's pawn captures our hero's pawn on D4.
With a steady hand, our hero brings the king to E2. Bat gives check with the pawn on D3.
our hero captures the enemy pawn: the king leaps from E2 to D3.
Bat sets the king on C8, watching every square, while without hurry or fear, our hero places the king on C4. Check from Bat: the knight plants itself on A5.
our hero's king takes B5, leaving C4 behind. Bat answers by moving the knight from A5 to B3, while our hero slides the bishop across the board, from C1 to H6.
With dungeon cunning, Bat brings the rook to G5. our hero captures the enemy rook: the bishop leaps from H6 to G5.
Bat's pawn advances from A4 to A3. our hero advances the king from B5 to C6, and right after that bat sets the pawn on E4, watching every square.
Without hurry or fear, our hero places the knight on H4. Bat's knight reaches D4 and threatens our hero's king.
our hero claims the enemy pawn by landing on D6.
Bat answers by moving the knight from D4 to C6. our hero captures the enemy knight: the king leaps from D6 to C6.
With dungeon cunning, Bat brings the pawn to B5. our hero claims the enemy pawn by landing on B5.
Bat's king advances from C8 to D7. our hero advances the knight from H4 to F5; then bat sets the pawn on A2, watching every square.
Without hurry or fear, our hero places the bishop on F6. Bat gives check with the pawn on A6.
our hero captures the enemy pawn: the king leaps from B5 to A6.
On A1, Bat promotes and gains a reinforcing knight.
our hero claims the enemy knight by landing on A1.
With dungeon cunning, Bat brings the king to C7. From D6, our hero's pawn forces Bat to defend.
Bat's king advances from C7 to B8. our hero advances the pawn from D6 to D7, and right after that bat sets the king on C7, watching every square.
Without hurry or fear, our hero places the bishop on F6. A cruel blow: Bat's king captures our hero's pawn on D7.
our hero's king takes B6, leaving A6 behind. Bat answers by moving the king from D7 to C8. Check: our hero tightens the net by bringing the knight to D6.
With dungeon cunning, Bat brings the king to D7. With a steady hand, our hero brings the king to C5, and right after that bat's pawn advances from E4 to E3.
our hero advances the bishop from F6 to H4; then bat sets the pawn on E2, watching every square. Without hurry or fear, our hero places the king on D5.
From the dark, Bat pushes the king to C7. our hero gives check with the knight on E8.
Bat answers by moving the king from C7 to C8, while our hero slides the king across the board, from D5 to D6. On E1, Bat promotes and gains a reinforcing queen.
our hero captures the enemy queen: the bishop leaps from H4 to E1.
Bat's king advances from C8 to B7. our hero advances the knight from E8 to C7, and right after that bat sets the king on B8, watching every square.
Without hurry or fear, our hero places the king on C6. From the dark, Bat pushes the king to A7, while our hero's bishop takes A5, leaving E1 behind.
Bat answers by moving the king from A7 to B8, and our hero slides the king across the board, from C6 to D7. With dungeon cunning, Bat brings the king to B7.
With a steady hand, our hero brings the king to D6, and right after that bat's king advances from B7 to B8. our hero advances the bishop from A5 to B6; then bat sets the king on B7, watching every square.
Without hurry or fear, our hero places the bishop on D4. From the dark, Bat pushes the king to C8, and our hero's bishop takes A7, leaving D4 behind.
Bat answers by moving the king from C8 to D8. Check: our hero tightens the net by bringing the knight to E6.
With dungeon cunning, Bat brings the king to C8. With a steady hand, our hero brings the king to C6.
Neither our hero nor Bat claims victory. A draw on the board.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 4 min 13 s
- Moves
- 85
- How it ended
- stalemate
- Captures (hero / opponent)
- 10 / 3
- Material captured (hero / opponent)
- 26 / 3
- First capture
- move 1
Floor 4 statistics
Against Bat, heroes have won 48% of 638 finished games (305 wins, 90 losses, 243 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.
This game (85 moves) lasted longer than 82% of the games on this floor.