Battle chronicle

our hero draws pieces against Bat. The dungeon watches in silence.

our hero's bishop lands on H6 and defeats Bat's rook!

Checkmate! our hero topples Bat and claims victory.

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The battle, move by move

A clean strike: our hero's bishop topples the rook on H6.

Bat sets the knight on D8, watching every square, and right after that without hurry or fear, our hero places the bishop on G5. From the dark, Bat pushes the king to F8.

A clean strike: our hero's bishop topples the knight on D8.

Bat answers by moving the king from F8 to G8, and right after that our hero slides the bishop across the board, from D8 to C7. With dungeon cunning, Bat brings the king to H8.

A clean strike: our hero's bishop topples the pawn on D6.

Bat's king advances from H8 to G7. By taking the pawn on E5, our hero drives Bat into check.

Bat sets the king on G8, watching every square; then without hurry or fear, our hero places the bishop on B8. From the dark, Bat pushes the pawn to D4.

From B8 to A7, our hero's bishop swallows Bat's pawn.

Bat answers by moving the pawn from A4 to A3. A clean strike: our hero's pawn topples the pawn on A3.

With dungeon cunning, Bat brings the pawn to C4. From A7 to B6, our hero's bishop swallows Bat's pawn.

Bat's pawn advances from D4 to D3. our hero advances the king from E1 to D2. Check from Bat: the pawn plants itself on C3.

From D2 to C3, our hero's king swallows Bat's pawn.

From the dark, Bat pushes the king to G7; then our hero's king takes D4, leaving C3 behind. Bat answers by moving the king from G7 to G6.

From D4 to E4, our hero's king swallows Bat's pawn.

With dungeon cunning, Bat brings the king to G5. A clean strike: our hero's king topples the pawn on D3.

Bat's king advances from G5 to H6. our hero advances the king from D3 to E3, and bat sets the king on G7, watching every square.

Without hurry or fear, our hero places the pawn on A4. From the dark, Bat pushes the king to F6, and right after that our hero's pawn takes A5, leaving A4 behind.

Bat answers by moving the king from F6 to E5; then our hero slides the pawn across the board, from A5 to A6. With dungeon cunning, Bat brings the king to F6.

With a steady hand, our hero brings the pawn to A7, and bat's king advances from F6 to G5. Promotion: on A8, our hero turns a pawn into a queen.

Bat sets the king on H4, watching every square. Check: our hero tightens the net by bringing the queen to E4.

From the dark, Bat pushes the king to G5. our hero gives check with the queen on F4.

Bat answers by moving the king from G5 to H5, and right after that our hero slides the bishop across the board, from B6 to D4. With dungeon cunning, Bat brings the king to G6.

Check: our hero tightens the net by bringing the queen to G3.

Bat's king advances from G6 to F7. our hero advances the queen from G3 to G5, and bat sets the king on F8, watching every square.

From C5, our hero's bishop forces Bat to defend.

From the dark, Bat pushes the king to F7. Check: our hero tightens the net by bringing the queen to E7.

Bat answers by moving the king from F7 to G8; then our hero slides the queen across the board, from E7 to D7. With dungeon cunning, Bat brings the king to H8.

From D4, our hero's bishop forces Bat to defend.

Bat's king advances from H8 to G8. our hero delivers the final mate from G7.

Game details

Hero's colour
White
Time control
10+0
Actual duration
56 s
Moves
61
How it ended
checkmate
Captures (hero / opponent)
10 / 0
Material captured (hero / opponent)
16 / 0
First capture
move 0

Floor 4 statistics

Against Bat, heroes have won 48% of 639 finished games (305 wins, 90 losses, 244 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (61 moves) lasted longer than 48% of the games on this floor.

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