Battle chronicle

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

our hero answers with fury: the knight leaps from G1 to H3 and captures the enemy knight.

In the end, our hero delivers checkmate and Bat flees the board.

Loading…

The battle, move by move

our hero captures the enemy pawn: the bishop leaps from C1 to H6.

Bat answers by moving the pawn from A4 to A3. our hero claims the enemy pawn by landing on A3.

With dungeon cunning, Bat brings the knight to F4. With a steady hand, our hero brings the pawn to E3; then bat's knight advances from F4 to H3.

our hero claims the enemy knight by landing on H3.

Bat sets the king on F7, watching every square. Check: our hero tightens the net by bringing the knight to G5.

From the dark, Bat pushes the king to E7. our hero claims the enemy pawn by landing on E4.

Bat answers by moving the pawn from D6 to D5, and our hero slides the pawn across the board, from A3 to A4. With dungeon cunning, Bat brings the pawn to B5.

our hero claims the enemy pawn by landing on B5.

Bat's king advances from E7 to D8. our hero advances the pawn from A2 to A4; then bat sets the pawn on D4, watching every square.

our hero claims the enemy pawn by landing on C5.

Bat's pawn falls on E3 and tears the pawn from our hero.

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

Bat answers by moving the king from D8 to C8, while our hero slides the pawn across the board, from H2 to H4. With dungeon cunning, Bat brings the king to C7.

With a steady hand, our hero brings the pawn to H5; then bat's king advances from C7 to D8. our hero advances the pawn from H5 to H6, and right after that bat sets the king on C7, watching every square.

Without hurry or fear, our hero places the pawn on H7. From the dark, Bat pushes the king to C8. our hero's pawn crowns on H8 and becomes a queen.

Bat answers by moving the king from C8 to C7, and our hero slides the pawn across the board, from A4 to A5. With dungeon cunning, Bat brings the pawn to B6.

our hero captures the pawn on B6 and leaves Bat in check.

Bat's king advances from C7 to D6. our hero advances the pawn from B6 to B7; then bat sets the king on C7, watching every square.

our hero delivers the final mate from B8.

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 20 s
Moves
39
How it ended
checkmate
Captures (hero / opponent)
8 / 1
Material captured (hero / opponent)
10 / 1
First capture
move 0

Floor 4 statistics

Against Bat, heroes have won 48% of 637 finished games (305 wins, 90 losses, 242 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (39 moves) lasted longer than 19% of the games on this floor.

More from floor 4