Battle chronicle
The duel begins: our hero against Bat on floor 4.
With an adventurer's precision, our hero takes the rival rook on A4.
Bat falls to our hero's mate. The legend grows.
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The battle, move by move
our hero captures the enemy pawn: the bishop leaps from C1 to H6.
With dungeon cunning, Bat brings the knight to E3. With a steady hand, our hero brings the pawn to B3, and right after that bat's king advances from E8 to F7.
our hero captures the enemy rook: the pawn leaps from B3 to A4.
Bat sets the knight on D5, watching every square, while without hurry or fear, our hero places the pawn on E3. From the dark, Bat pushes the king to G8, and our hero's knight takes H3, leaving G1 behind.
Bat answers by moving the knight from D5 to C7, while our hero slides the knight across the board, from H3 to G5. With dungeon cunning, Bat brings the knight to A8.
With a steady hand, our hero brings the pawn to H4; then bat's pawn advances from D6 to D5. our hero advances the knight from G5 to E6, and right after that bat sets the king on H8, watching every square.
Check: our hero tightens the net by bringing the bishop to G7.
From the dark, Bat pushes the king to G8, while our hero's pawn takes H5, leaving H4 behind. Bat answers by moving the king from G8 to F7, and our hero slides the pawn across the board, from H5 to H6.
With dungeon cunning, Bat brings the pawn to C4. With a steady hand, our hero brings the pawn to H7, and right after that bat's king advances from F7 to E8.
our hero's pawn crowns on H8 and becomes a queen.
Bat sets the king on E7, watching every square. From F8, our hero's queen forces Bat to defend.
Bat's king falls on E6 and tears the knight from our hero.
Check: our hero tightens the net by bringing the queen to F6.
Bat answers by moving the king from E6 to D7. our hero claims the enemy pawn by landing on E5.
With dungeon cunning, Bat brings the pawn to D4. our hero captures the pawn on D4 and leaves Bat in check.
Bat's king advances from D7 to E8. our hero captures the pawn on E4 and leaves Bat in check.
Bat sets the king on D7, watching every square. our hero captures the enemy pawn: the queen leaps from E4 to C4.
From the dark, Bat pushes the king to D6, while our hero's pawn takes E4, leaving E3 behind. Bat answers by moving the king from D6 to E7, and our hero slides the pawn across the board, from E4 to E5.
With dungeon cunning, Bat brings the king to D7. our hero gives check with the pawn on E6.
Bat's king advances from D7 to D6. our hero advances the pawn from E6 to E7; then bat sets the king on D7, watching every square.
Without hurry or fear, our hero places the bishop on F6. From the dark, Bat pushes the knight to C7. our hero gives check with the queen on D4.
Bat answers by moving the knight from C7 to D5. our hero captures the knight on D5 and leaves Bat in check.
With dungeon cunning, Bat brings the king to C8. our hero's pawn crowns on E8 and becomes a queen.
Bat's king advances from C8 to C7. And it is checkmate: our hero ends the game on E5.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 2 min 57 s
- Moves
- 55
- How it ended
- checkmate
- Captures (hero / opponent)
- 7 / 1
- Material captured (hero / opponent)
- 13 / 3
- First capture
- move 0
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 (55 moves) lasted longer than 39% of the games on this floor.