Battle chronicle

The duel begins: Alberto C. against Bat on floor 4.

Bat moves its rook from H6 to H1 and topples Alberto C.'s rook!

Checkmate. Bat defeats Alberto C. on this floor.

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The battle, move by move

Without hurry or fear, Alberto C. places the knight on E2. After toppling the rook on H1, Bat threatens Alberto C.'s king.

Alberto C.'s king takes F2, leaving E1 behind. Bat answers by moving the rook from H1 to H8, and alberto C. slides the knight across the board, from E2 to G3.

With dungeon cunning, Bat brings the knight to A5. With a steady hand, Alberto C. brings the knight to F5, and right after that bat's king advances from E8 to D8.

Alberto C. captures the enemy pawn: the knight leaps from F5 to D6.

Bat sets the rook on H7, watching every square, while without hurry or fear, Alberto C. places the knight on F5. From the dark, Bat pushes the pawn to D4.

Alberto C. captures the enemy pawn: the rook leaps from A1 to A4.

Bat answers by moving the king from D8 to C8, while alberto C. slides the king across the board, from F2 to E2. With dungeon cunning, Bat brings the king to D8.

With a steady hand, Alberto C. brings the pawn to D3; then bat's pawn advances from E4 to E3. Alberto C. advances the knight from F5 to D6, and right after that bat sets the knight on C6, watching every square.

Without hurry or fear, Alberto C. places the knight on C4. From the dark, Bat pushes the rook to H6, while alberto C.'s king takes F3, leaving E2 behind.

Check from Bat: the rook plants itself on F6.

Alberto C. slides the king across the board, from F3 to E4; then with dungeon cunning, Bat brings the pawn to E2. With a steady hand, Alberto C. brings the rook to A1, and right after that bat's rook advances from F6 to F1.

Alberto C. captures the enemy pawn: the knight leaps from C4 to E5.

A cruel blow: Bat's rook captures Alberto C.'s rook on A1.

Alberto C. captures the knight on C6 and leaves Bat in check.

From the dark, Bat pushes the king to D7. Alberto C. captures the enemy pawn: the knight leaps from C6 to D4.

On E1, Bat promotes and gains a reinforcing queen.

Alberto C. slides the king across the board, from E4 to D5, and right after that with dungeon cunning, Bat brings the queen to E3. With a steady hand, Alberto C. brings the knight to C2.

Checkmate: Bat finishes Alberto C. on E6.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 12 s
Moves
38
How it ended
checkmate
Captures (hero / opponent)
5 / 2
Material captured (hero / opponent)
7 / 10
First capture
move 1

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 (38 moves) lasted longer than 18% of the games on this floor.

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