Battle chronicle

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

our hero answers with fury: the knight leaps from E5 to F7 and captures the enemy 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 knight from G1 to E2, while bat sets the pawn on C4, watching every square. Without hurry or fear, our hero places the knight on C3.

From the dark, Bat pushes the pawn to B5. A clean strike: our hero's knight topples the rook on D5.

Bat answers by moving the pawn from B5 to B4. From D5 to B4, our hero's knight swallows Bat's pawn.

With dungeon cunning, Bat brings the king to E7. Check: our hero tightens the net by bringing the knight to D5.

Bat's king advances from E7 to E6. our hero gives check with the knight on C7.

Bat sets the king on F6, watching every square; then without hurry or fear, our hero places the pawn on G4. From the dark, Bat pushes the pawn to C3, and right after that our hero's king takes D1, leaving E1 behind.

Bat answers by moving the pawn from A4 to A3; then our hero slides the knight across the board, from C7 to B5. With dungeon cunning, Bat brings the pawn to A2.

From B5 to C3, our hero's knight swallows Bat's pawn.

Bat's pawn crowns on A1 and a hostile queen is born.

our hero advances the king from D1 to C2, while bat sets the pawn on D5, watching every square. By taking the pawn on D5, our hero drives Bat into check.

From the dark, Bat pushes the king to G7; then our hero's knight takes C3, leaving D5 behind. Bat answers by moving the queen from A1 to A7.

From C3 to E4, our hero's knight swallows Bat's pawn.

With dungeon cunning, Bat brings the queen to A5. With a steady hand, our hero brings the knight to D6. Check from Bat: the queen plants itself on C7.

our hero advances the knight from D6 to C4, and bat sets the king on F6, watching every square. Without hurry or fear, our hero places the king on D3.

From the dark, Bat pushes the king to G5. From C4 to E5, our hero's knight swallows Bat's pawn.

Bat answers by moving the queen from C7 to F7. By taking the queen on F7, our hero drives Bat into check.

With dungeon cunning, Bat brings the king to G6. Check: our hero tightens the net by bringing the knight to E5.

Bat's king advances from G6 to G7. our hero advances the king from D3 to C3, while bat sets the king on F8, watching every square.

Without hurry or fear, our hero places the king on B4. From the dark, Bat pushes the king to G7; then our hero's king takes B5, leaving B4 behind.

Bat answers by moving the pawn from H6 to H5. From G4 to H5, our hero's pawn swallows Bat's pawn.

With dungeon cunning, Bat brings the pawn to B6. With a steady hand, our hero brings the knight to G6, while bat's king advances from G7 to H7.

From B5 to B6, our hero's king swallows Bat's pawn.

Bat sets the king on H6, watching every square; then without hurry or fear, our hero places the king on C7. Bat advances to H5 and claims our pawn.

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

Game details

Hero's colour
White
Time control
10+0
Actual duration
5 min 9 s
Moves
54
How it ended
draw
Captures (hero / opponent)
9 / 1
Material captured (hero / opponent)
21 / 1
First capture
move 2

Floor 4 statistics

Against Bat, heroes have won 48% of 634 finished games (304 wins, 89 losses, 241 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (54 moves) lasted longer than 39% of the games on this floor.

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