Battle chronicle

The duel begins: our hero against Alpha Bat on floor 8.

With an adventurer's precision, our hero takes the rival bishop on A8.

Draw. The dungeon keeps the names of our hero and Alpha Bat.

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The battle, move by move

our hero captures the enemy pawn: the bishop leaps from F1 to H3.

Alpha Bat answers by moving the bishop from F5 to E6, while our hero slides the bishop across the board, from H3 to G2. With dungeon cunning, Alpha Bat brings the bishop to D5.

With a steady hand, our hero brings the bishop to F1; then alpha Bat's bishop advances from E7 to F8. our hero claims the enemy pawn by landing on D3.

Alpha Bat sets the bishop on A8, watching every square. our hero captures the enemy pawn: the bishop leaps from D3 to E4.

From the dark, Alpha Bat pushes the rook to E6, while our hero's king takes F2, leaving E1 behind. Alpha Bat answers by moving the pawn from D4 to D3.

our hero captures the enemy bishop: the bishop leaps from E4 to A8.

With dungeon cunning, Alpha Bat brings the bishop to G7. With a steady hand, our hero brings the bishop to F3, and right after that alpha Bat's bishop advances from G7 to A1.

our hero advances the king from F2 to F1; then alpha Bat sets the pawn on H3, watching every square. Without hurry or fear, our hero places the king on F2.

From the dark, Alpha Bat pushes the king to D8, and our hero's king takes F1, leaving F2 behind. Alpha Bat answers by moving the pawn from D3 to D2, while our hero slides the king across the board, from F1 to G1.

With dungeon cunning, Alpha Bat brings the pawn to D6. With a steady hand, our hero brings the king to H2; then alpha Bat's bishop advances from A1 to B2.

our hero claims the enemy pawn by landing on H3.

Alpha Bat gives check with the rook on H6.

Without hurry or fear, our hero places the king on G2. Alpha Bat's rook reaches G6 and threatens our hero's king.

our hero's king takes F2, leaving G2 behind. Alpha Bat answers by moving the bishop from B2 to H8, and our hero slides the king across the board, from F2 to E2.

With dungeon cunning, Alpha Bat brings the rook to G7. our hero claims the enemy pawn by landing on D2.

Alpha Bat's rook advances from G7 to G3. our hero advances the king from D2 to D3; then alpha Bat sets the rook on H3, watching every square.

Without hurry or fear, our hero places the king on E2. From the dark, Alpha Bat pushes the king to C7, and our hero's king takes F2, leaving E2 behind.

Alpha Bat answers by moving the bishop from H8 to A1, while our hero slides the king across the board, from F2 to G2. With dungeon cunning, Alpha Bat brings the rook to H7.

With a steady hand, our hero brings the king to F2; then alpha Bat's king advances from C7 to D7. our hero advances the king from F2 to E2.

Alpha Bat's rook reaches H2 and threatens our hero's king.

Without hurry or fear, our hero places the king on D3. From the dark, Alpha Bat pushes the rook to H7, while our hero's king takes E4, leaving D3 behind.

our hero activates Backstab and silently removes a threat from Alpha Bat.

Alpha Bat answers by moving the rook from H7 to G7; then our hero slides the king across the board, from E4 to E3. With dungeon cunning, Alpha Bat brings the bishop to E5, and right after that with a steady hand, our hero brings the bishop to D5.

our hero wraps a piece in Stealth; Alpha Bat passes through the square without seeing it.

Alpha Bat's king advances from D7 to C7.

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

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 5 s
Moves
69
How it ended
draw
Captures (hero / opponent)
6 / 0
Material captured (hero / opponent)
8 / 0
First capture
move 0
Skills used
2

Floor 8 statistics

Against Alpha Bat, heroes have won 41% of 234 finished games (96 wins, 77 losses, 61 draws). Average length: 45 moves. Average game time: 2 min 40 s. Most common ending: checkmate.

This game (69 moves) lasted longer than 75% of the games on this floor.

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