Battle chronicle

The duel begins: Yeray D. against Bat on floor 4.

Yeray D. answers with fury: the queen leaps from A8 to E8 and captures the enemy rook.

In the end, Yeray D. delivers checkmate and Bat flees the board.

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The battle, move by move

Yeray D. slides the pawn across the board, from H2 to H3; then with dungeon cunning, Bat brings the king to D8. With a steady hand, Yeray D. brings the king to E2, and right after that bat's pawn advances from A4 to A3.

Yeray D. captures the enemy pawn: the pawn leaps from B2 to A3.

Bat sets the pawn on D4, watching every square, while without hurry or fear, Yeray D. places the pawn on A4. From the dark, Bat pushes the rook to G6, and yeray D.'s king takes F2, leaving E2 behind.

Bat answers by moving the pawn from D6 to D5, while yeray D. slides the pawn across the board, from H3 to H4. With dungeon cunning, Bat brings the pawn to D3.

With a steady hand, Yeray D. brings the king to E1; then bat's rook advances from G6 to G8. Yeray D. advances the pawn from H4 to H5, and right after that bat sets the king on E7, watching every square.

Without hurry or fear, Yeray D. places the pawn on H6. From the dark, Bat pushes the king to F6, while yeray D.'s pawn takes H7, leaving H6 behind.

Bat answers by moving the rook from G8 to H8, and yeray D. slides the pawn across the board, from A4 to A5. With dungeon cunning, Bat brings the king to E6.

Yeray D. claims the enemy pawn by landing on B6.

Bat's knight advances from B7 to D8. Yeray D. captures the enemy pawn: the pawn leaps from B6 to A7.

Bat sets the knight on B7, watching every square. Yeray D.'s pawn crowns on A8 and becomes a queen.

Bat's pawn reaches D2 and threatens Yeray D.'s king.

Yeray D. captures the enemy pawn: the king leaps from E1 to D2.

Check from Bat: the pawn plants itself on E3.

Yeray D. claims the enemy pawn by landing on E3.

With dungeon cunning, Bat brings the rook to E8. Yeray D. captures the rook on E8 and leaves Bat in check.

Bat's king advances from E6 to D6. Yeray D. gives check with the queen on B8.

Bat sets the king on C6, watching every square. Yeray D.'s pawn crowns on H8 and becomes a queen.

Bat gives check with the pawn on D4.

Yeray D.'s king takes E2, leaving E3 behind. Bat's pawn reaches D3 and threatens Yeray D.'s king.

Yeray D. slides the king across the board, from E2 to D1; then with dungeon cunning, Bat brings the knight to A5. Yeray D. claims the enemy pawn by landing on E5.

Bat's pawn advances from D3 to D2. Yeray D. advances the queen from B8 to A7; then bat sets the knight on C4, watching every square.

Yeray D. captures the pawn on C5 and leaves Bat in check.

From the dark, Bat pushes the king to B7. From C7, Yeray D.'s queen forces Bat to defend.

Bat answers by moving the king from B7 to A8. Yeray D. delivers the final mate from A7.

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 0 s
Moves
51
How it ended
checkmate
Captures (hero / opponent)
8 / 0
Material captured (hero / opponent)
12 / 0
First capture
move 2

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 (51 moves) lasted longer than 34% of the games on this floor.

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