Battle chronicle

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

With an adventurer's precision, our hero takes the rival rook on F2.

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

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The battle, move by move

our hero advances the pawn from D2 to D3; then bat sets the rook on H7, watching every square. Without hurry or fear, our hero places the pawn on G4.

From the dark, Bat pushes the pawn to A3. our hero captures the enemy pawn: the pawn leaps from B2 to A3.

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 rook to H8.

With a steady hand, our hero brings the knight to E2. A cruel blow: Bat's pawn captures our hero's pawn on E3.

our hero claims the enemy pawn by landing on E3.

Bat sets the pawn on A5, watching every square, and without hurry or fear, our hero places the knight on C3. From the dark, Bat pushes the pawn to A4.

our hero claims the enemy pawn by landing on E4.

Bat answers by moving the rook from H8 to H6, and our hero slides the knight across the board, from E4 to C3. With dungeon cunning, Bat brings the king to D8.

our hero claims the enemy pawn by landing on A4.

Check from Bat: the rook plants itself on H1.

our hero advances the king from E1 to D2. Bat gives check with the rook on H2.

Without hurry or fear, our hero places the king on C3. From the dark, Bat pushes the rook to A2. our hero captures the enemy pawn: the knight leaps from A4 to B6.

Bat answers by moving the rook from A2 to F2. our hero claims the enemy rook by landing on F2.

With dungeon cunning, Bat brings the pawn to C4. our hero captures the enemy pawn: the pawn leaps from D3 to C4.

Bat's king advances from D8 to E7. our hero gives check with the knight on D5.

Bat sets the king on F8, watching every square, and without hurry or fear, our hero places the bishop on B6. From the dark, Bat pushes the knight to C5, while our hero's knight takes C7, leaving D5 behind.

Bat answers by moving the pawn from E5 to E4. our hero captures the enemy knight: the bishop leaps from B6 to C5.

With dungeon cunning, Bat brings the king to G8. our hero claims the enemy pawn by landing on D6.

Bat's king advances from G8 to G7. our hero advances the knight from C7 to D5; then bat sets the king on H6, watching every square.

Without hurry or fear, our hero places the pawn on A4. From the dark, Bat pushes the king to G7, and our hero's pawn takes A5, leaving A4 behind.

Bat answers by moving the pawn from E4 to E3. our hero claims the enemy pawn by landing on E3.

With dungeon cunning, Bat brings the king to F7. With a steady hand, our hero brings the pawn to A6; then bat's king advances from F7 to G7.

our hero advances the pawn from A6 to A7, and right after that bat sets the king on F7, watching every square. our hero's pawn crowns on A8 and becomes a queen.

From the dark, Bat pushes the king to F6. our hero gives check with the knight on D5.

Bat answers by moving the king from F6 to F7. From F8, our hero's queen forces Bat to defend.

With dungeon cunning, Bat brings the king to G6. Check: our hero tightens the net by bringing the queen to F6.

Bat's king advances from G6 to H7. our hero advances the knight from D5 to E7.

Neither our hero nor Bat claims victory. A draw on the board.

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 52 s
Moves
61
How it ended
stalemate
Captures (hero / opponent)
10 / 1
Material captured (hero / opponent)
16 / 1
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 (61 moves) lasted longer than 48% of the games on this floor.

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