Battle chronicle

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

our hero answers with fury: the queen leaps from E5 to H5 and captures the enemy rook.

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

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The battle, move by move

our hero captures the enemy pawn: the queen leaps from D1 to D5.

With dungeon cunning, Bat brings the pawn to A5. our hero claims the enemy knight by landing on B7.

Bat's pawn advances from B6 to B5. our hero captures the enemy pawn: the queen leaps from B7 to E4.

Bat sets the pawn on A3, watching every square. our hero claims the enemy pawn by landing on A3.

From the dark, Bat pushes the king to E7, and our hero's knight takes C3, leaving B1 behind. Bat answers by moving the king from E7 to F7.

our hero claims the enemy pawn by landing on B5.

With dungeon cunning, Bat brings the king to F8. our hero captures the enemy pawn: the knight leaps from B5 to D6.

Bat's pawn advances from A5 to A4. our hero claims the enemy pawn by landing on E5.

Bat sets the rook on H5, watching every square. our hero captures the enemy rook: the queen leaps from E5 to H5.

From the dark, Bat pushes the king to G7, while our hero's bishop takes D3, leaving F1 behind. Bat answers by moving the pawn from C5 to C4.

our hero captures the enemy pawn: the bishop leaps from D3 to C4.

With dungeon cunning, Bat brings the king to F6. With a steady hand, our hero brings the rook to D1, and right after that bat's king advances from F6 to E7.

our hero advances the pawn from F2 to F4; then bat sets the king on F6, watching every square. Without hurry or fear, our hero places the pawn on G3.

From the dark, Bat pushes the king to E7, and our hero's pawn takes F5, leaving F4 behind. Bat answers by moving the king from E7 to F8, while our hero slides the pawn across the board, from G3 to G4.

With dungeon cunning, Bat brings the king to G7. With a steady hand, our hero brings the knight to F3; then bat's king advances from G7 to F6.

our hero advances the knight from F3 to D4, and right after that bat sets the king on G7, watching every square. From E6, our hero's knight forces Bat to defend.

From the dark, Bat pushes the king to G8, while our hero's pawn takes G5, leaving G4 behind.

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

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 44 s
Moves
39
How it ended
stalemate
Captures (hero / opponent)
9 / 0
Material captured (hero / opponent)
15 / 0
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.

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