Battle chronicle
The duel begins: our hero against Bat on floor 4.
With an adventurer's precision, our hero takes the rival rook on F5.
Bat falls to our hero's mate. The legend grows.
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The battle, move by move
our hero's pawn takes H3, leaving H2 behind. Bat answers by moving the knight from B7 to D8, while our hero slides the king across the board, from E1 to E2.
With dungeon cunning, Bat brings the pawn to C4. With a steady hand, our hero brings the king to E3; then bat's king advances from E8 to D7.
our hero advances the pawn from F2 to F3. Check from Bat: the pawn plants itself on D4.
our hero captures the enemy pawn: the king leaps from E3 to E4.
From the dark, Bat pushes the rook to H7, while our hero's pawn takes D3, leaving D2 behind. Bat answers by moving the pawn from B6 to B5.
our hero captures the enemy pawn: the pawn leaps from D3 to C4.
With dungeon cunning, Bat brings the rook to F7. our hero claims the enemy pawn by landing on B5.
Bat's rook advances from F7 to F8. our hero advances the bishop from C1 to G5; then bat sets the rook on F5, watching every square.
our hero claims the enemy rook by landing on F5.
From the dark, Bat pushes the knight to F7, and our hero's bishop takes H4, leaving G5 behind. Bat answers by moving the king from D7 to E8, while our hero slides the king across the board, from F5 to E6.
With dungeon cunning, Bat brings the king to F8. With a steady hand, our hero brings the knight to E2; then bat's knight advances from F7 to H6.
our hero advances the knight from E2 to G3, and right after that bat sets the king on G8, watching every square. Without hurry or fear, our hero places the knight on F5.
From the dark, Bat pushes the pawn to A3. our hero claims the enemy pawn by landing on A3.
Bat's knight falls on F5 and tears the knight from our hero.
our hero captures the enemy knight: the king leaps from E6 to F5.
With dungeon cunning, Bat brings the king to F8. With a steady hand, our hero brings the king to E6, and right after that bat's pawn advances from D6 to D5.
our hero captures the enemy pawn: the king leaps from E6 to D5.
Bat sets the king on E8, watching every square. our hero claims the enemy pawn by landing on E5.
From the dark, Bat pushes the pawn to A5. our hero captures the enemy pawn: the king leaps from E5 to D4.
Bat answers by moving the pawn from A5 to A4, while our hero slides the king across the board, from D4 to C4. With dungeon cunning, Bat brings the king to F7.
With a steady hand, our hero brings the king to B4; then bat's king advances from F7 to G7. our hero claims the enemy pawn by landing on A4.
Bat sets the king on H7, watching every square, and without hurry or fear, our hero places the king on B4. From the dark, Bat pushes the king to H6, while our hero's pawn takes B6, leaving B5 behind.
Bat answers by moving the king from H6 to H5, and our hero slides the bishop across the board, from H4 to D8. With dungeon cunning, Bat brings the king to H6.
With a steady hand, our hero brings the pawn to B7, and right after that bat's king advances from H6 to H5. our hero's pawn crowns on B8 and becomes a queen.
Bat sets the king on H6, watching every square. Check: our hero tightens the net by bringing the queen to F4.
From the dark, Bat pushes the king to H5. our hero gives check with the queen on G4.
Bat answers by moving the king from H5 to H6, while our hero slides the pawn across the board, from F3 to F4. With dungeon cunning, Bat brings the king to H7.
With a steady hand, our hero brings the pawn to F5; then bat's king advances from H7 to H8. our hero advances the pawn from F5 to F6, and right after that bat sets the king on H7, watching every square.
Without hurry or fear, our hero places the pawn on F7. From the dark, Bat pushes the king to H6. our hero's pawn crowns on F8 and becomes a queen.
Bat answers by moving the king from H6 to H7. our hero gives check with the queen on F5.
With dungeon cunning, Bat brings the king to H8. Mate. our hero's queen on H5 leaves Bat with no escape.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 2 min 14 s
- Moves
- 75
- How it ended
- checkmate
- Captures (hero / opponent)
- 10 / 1
- Material captured (hero / opponent)
- 16 / 3
- First capture
- move 4
Floor 4 statistics
Against Bat, heroes have won 48% of 639 finished games (305 wins, 90 losses, 244 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.
This game (75 moves) lasted longer than 70% of the games on this floor.