Battle chronicle

A new legend is written: our hero challenges Bat on floor 4.

our hero answers with fury: the bishop leaps from C1 to H6 and captures the enemy rook.

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

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The battle, move by move

our hero claims the enemy rook by landing on H6.

From the dark, Bat pushes the knight to D8, and our hero's pawn takes C3, leaving C2 behind. Bat answers by moving the pawn from B6 to B5, while our hero slides the pawn across the board, from E2 to E3.

With dungeon cunning, Bat brings the knight to E6. With a steady hand, our hero brings the knight to H3; then bat's pawn advances from A7 to A5.

our hero advances the pawn from F2 to F4, and right after that bat sets the knight on D8, watching every square. our hero captures the enemy pawn: the pawn leaps from F4 to E5.

From the dark, Bat pushes the pawn to C4. our hero claims the enemy pawn by landing on D6.

Bat answers by moving the knight from D8 to C6, and our hero slides the knight across the board, from H3 to G5. With dungeon cunning, Bat brings the king to D7.

With a steady hand, our hero brings the bishop to F8, and right after that bat's king advances from D7 to C8. our hero advances the knight from G5 to F7; then bat sets the king on D7, watching every square.

Without hurry or fear, our hero places the pawn on H4. From the dark, Bat pushes the knight to D8. our hero gives check with the knight on E5.

Bat answers by moving the king from D7 to E6, while our hero slides the bishop across the board, from F8 to G7. Bat's king falls on D6 and tears the pawn from our hero.

With a steady hand, our hero brings the pawn to H5; then bat's knight advances from D8 to B7. our hero advances the pawn from H5 to H6, and right after that bat sets the knight on C5, watching every square.

Without hurry or fear, our hero places the pawn on H7. From the dark, Bat pushes the king to C7. our hero's pawn crowns on H8 and becomes a queen.

Bat answers by moving the king from C7 to B7, and our hero slides the bishop across the board, from G7 to F8. With dungeon cunning, Bat brings the king to A6.

our hero claims the enemy knight by landing on C5.

Bat's pawn advances from B5 to B4. Check: our hero tightens the net by bringing the queen to A8.

Bat sets the king on B5, watching every square, while without hurry or fear, our hero places the bishop on F8. From the dark, Bat pushes the pawn to A3.

our hero captures the enemy pawn: the pawn leaps from B2 to A3.

Bat answers by moving the king from B5 to A4. our hero claims the enemy pawn by landing on B4.

Bat's king falls on A3 and tears the pawn from our hero.

our hero captures the pawn on A5 and leaves Bat in check.

Bat's king advances from A3 to B2. our hero advances the pawn from B4 to B5, and right after that bat sets the king on B1, watching every square.

Without hurry or fear, our hero places the pawn on B6. From the dark, Bat pushes the pawn to C3. our hero claims the enemy pawn by landing on C3.

Bat's king falls on A2 and tears the pawn from our hero.

our hero slides the pawn across the board, from B6 to B7; then with dungeon cunning, Bat brings the pawn to D4. our hero claims the enemy pawn by landing on D4.

Bat's king advances from A2 to B3. our hero captures the enemy pawn: the queen leaps from D4 to E4.

Bat sets the king on B2, watching every square. our hero's pawn crowns on B8 and becomes a queen.

From the dark, Bat pushes the king to A1. our hero delivers the final mate from A4.

Game details

Hero's colour
White
Time control
10+0
Actual duration
4 min 7 s
Moves
63
How it ended
checkmate
Captures (hero / opponent)
10 / 3
Material captured (hero / opponent)
16 / 3
First capture
move 0

Floor 4 statistics

Against Bat, heroes have won 48% of 638 finished games (305 wins, 90 losses, 243 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (63 moves) lasted longer than 51% of the games on this floor.

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