Battle chronicle

The duel begins: our hero against Bat on floor 4.

our hero's bishop lands on H6 and defeats Bat's rook!

The duel ends in a draw: our hero and Bat withdraw.

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The battle, move by move

our hero captures the enemy rook: the bishop leaps from C1 to H6.

Bat sets the pawn on A3, watching every square. our hero claims the enemy pawn by landing on A3.

From the dark, Bat pushes the king to D7, and our hero's bishop takes D2, leaving H6 behind. Bat answers by moving the pawn from D5 to D4, while our hero slides the pawn across the board, from E2 to E3.

With dungeon cunning, Bat brings the king to E6. our hero captures the enemy pawn: the pawn leaps from E3 to D4.

A cruel blow: Bat's pawn captures our hero's pawn on D4.

our hero advances the knight from G1 to E2, and right after that bat sets the knight on C5, watching every square. Without hurry or fear, our hero places the bishop on B4.

From the dark, Bat pushes the knight to A4, while our hero's pawn takes C3, leaving C2 behind. Bat answers by moving the knight from A4 to C5.

our hero captures the enemy knight: the bishop leaps from B4 to C5.

A cruel blow: Bat's pawn captures our hero's bishop on C5.

our hero claims the enemy pawn by landing on D4.

Bat's pawn falls on D4 and tears the pawn from our hero.

our hero advances the king from E1 to D2; then bat sets the king on D5, watching every square. From F4, our hero's knight forces Bat to defend.

From the dark, Bat pushes the king to E5. Check: our hero tightens the net by bringing the knight to G6.

Bat answers by moving the king from E5 to F5. our hero gives check with the knight on E7.

With dungeon cunning, Bat brings the king to E6. With a steady hand, our hero brings the knight to C6; then bat's king advances from E6 to F5.

our hero claims the enemy pawn by landing on A7.

Bat's pawn reaches E3 and threatens our hero's king.

Without hurry or fear, our hero places the king on E2. From the dark, Bat pushes the king to E6, while our hero's knight takes B5, leaving A7 behind.

Bat answers by moving the king from E6 to E5, and our hero slides the pawn across the board, from A3 to A4. With dungeon cunning, Bat brings the king to D5.

With a steady hand, our hero brings the pawn to A5, and right after that bat's king advances from D5 to E5. our hero advances the pawn from A5 to A6; then bat sets the king on D5, watching every square.

Without hurry or fear, our hero places the pawn on A7. From the dark, Bat pushes the king to C6. our hero's pawn crowns on A8 and becomes a queen.

Bat answers by moving the king from C6 to B6. From A7, our hero's queen forces Bat to defend.

Bat's king falls on B5 and tears the knight from our hero.

Check: our hero tightens the net by bringing the queen to D7.

Bat's king advances from B5 to A5. our hero claims the enemy pawn by landing on D6.

Bat sets the king on A4, watching every square. our hero captures the enemy pawn: the queen leaps from D6 to C5.

Bat gives check with the pawn on D3.

our hero claims the enemy pawn by landing on D3.

Bat answers by moving the pawn from E3 to E2. our hero captures the enemy pawn: the king leaps from D3 to E2.

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

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 29 s
Moves
57
How it ended
stalemate
Captures (hero / opponent)
10 / 4
Material captured (hero / opponent)
16 / 8
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 (57 moves) lasted longer than 43% of the games on this floor.

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