Battle chronicle

The duel begins: our hero against Bat on floor 4.

Bat moves its king from B8 to C7 and topples our hero's queen!

Neither our hero nor Bat claims victory. A draw on the board.

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The battle, move by move

our hero advances the pawn from H2 to H4; then bat sets the king on D7, watching every square. Without hurry or fear, our hero places the pawn on H5.

From the dark, Bat pushes the king to C8, and our hero's pawn takes D4, leaving D2 behind. Bat answers by moving the pawn from E4 to E3.

our hero claims the enemy pawn by landing on E3.

Bat's rook falls on D4 and tears the pawn from our hero.

our hero captures the enemy rook: the bishop leaps from E3 to D4.

Bat's pawn advances from B6 to B5. our hero advances the bishop from D4 to E3, and right after that bat sets the pawn on C4, watching every square.

our hero captures the enemy pawn: the bishop leaps from E3 to H6.

From the dark, Bat pushes the pawn to E4, while our hero's bishop takes D2, leaving H6 behind. Bat answers by moving the pawn from B7 to B6, and our hero slides the pawn across the board, from H5 to H6.

With dungeon cunning, Bat brings the king to B7. With a steady hand, our hero brings the pawn to H7, and right after that bat's king advances from B7 to C8.

our hero's pawn crowns on H8 and becomes a queen.

Bat sets the king on D7, watching every square. our hero gives check with the queen on H7.

From the dark, Bat pushes the king to D8. From H8, our hero's queen forces Bat to defend.

Bat answers by moving the king from D8 to C7. Check: our hero tightens the net by bringing the queen to H7.

With dungeon cunning, Bat brings the king to B8. our hero gives check with the queen on C7.

A cruel blow: Bat's king captures our hero's queen on C7.

our hero advances the pawn from G2 to G4, and right after that bat sets the pawn on C3, watching every square. our hero captures the enemy pawn: the pawn leaps from B2 to C3.

From the dark, Bat pushes the pawn to A3, while our hero's pawn takes G5, leaving G4 behind. Bat answers by moving the pawn from E4 to E3.

our hero captures the enemy pawn: the bishop leaps from D2 to E3.

With dungeon cunning, Bat brings the pawn to B4. our hero claims the enemy pawn by landing on B4.

Bat's king advances from C7 to B8. our hero advances the pawn from G5 to G6; then bat sets the king on C8, watching every square.

Without hurry or fear, our hero places the pawn on G7. From the dark, Bat pushes the king to B7. our hero's pawn crowns on G8 and becomes a queen.

Bat answers by moving the king from B7 to C7. our hero gives check with the queen on F7.

With dungeon cunning, Bat brings the king to C8. From E6, our hero's queen forces Bat to defend.

Bat's king advances from C8 to B8. our hero captures the pawn on D6 and leaves Bat in check.

Bat sets the king on C8, watching every square. our hero captures the enemy pawn: the queen leaps from D6 to B6.

From the dark, Bat pushes the king to D7, while our hero's queen takes A6, leaving B6 behind. Bat answers by moving the king from D7 to E8.

our hero captures the enemy pawn: the queen leaps from A6 to A3.

With dungeon cunning, Bat brings the king to F8. our hero gives check with the bishop on H6.

Bat's king advances from F8 to F7. our hero advances the rook from A1 to D1; then bat sets the king on E6, watching every square.

Check: our hero tightens the net by bringing the queen to A6.

From the dark, Bat pushes the king to F7, and our hero's queen takes D6, leaving A6 behind. Bat answers by moving the king from F7 to G8, while our hero slides the rook across the board, from D1 to D5.

With dungeon cunning, Bat brings the king to H7. With a steady hand, our hero brings the rook to H5; then bat's king advances from H7 to G8.

our hero gives check with the queen on E6.

Bat sets the king on H8, watching every square, and without hurry or fear, our hero places the rook on F5. From the dark, Bat pushes the king to H7.

Check: our hero tightens the net by bringing the rook to F7.

Bat answers by moving the king from H7 to G8. our hero gives check with the rook on E7.

With dungeon cunning, Bat brings the king to H8. With a steady hand, our hero brings the knight to F3.

The duel ends in a draw: our hero and Bat withdraw.

Game details

Hero's colour
White
Time control
10+0
Actual duration
3 min 18 s
Moves
79
How it ended
stalemate
Captures (hero / opponent)
9 / 2
Material captured (hero / opponent)
13 / 10
First capture
move 3

Floor 4 statistics

Against Bat, heroes have won 48% of 641 finished games (305 wins, 90 losses, 246 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (79 moves) lasted longer than 74% of the games on this floor.

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