Battle chronicle

A new legend is written: Alberto C. challenges Bat on floor 4.

With an adventurer's precision, Alberto C. takes the rival queen on B1.

Bat falls to Alberto C.'s mate. The legend grows.

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The battle, move by move

Alberto C.'s pawn takes D3, leaving D2 behind. Bat's rook falls on H2 and tears the pawn from Alberto C.

Alberto C. captures the enemy pawn: the pawn leaps from D3 to E4.

A cruel blow: Bat's rook captures Alberto C.'s pawn on G2.

Alberto C. claims the enemy pawn by landing on D5.

Bat's rook reaches G1 and threatens Alberto C.'s king.

Alberto C. advances the king from E1 to D2; then bat sets the pawn on B5, watching every square. Without hurry or fear, Alberto C. places the pawn on C3.

From the dark, Bat pushes the king to D7, and alberto C.'s king takes D3, leaving D2 behind. Bat answers by moving the knight from B7 to A5, while alberto C. slides the pawn across the board, from F2 to F3.

With dungeon cunning, Bat brings the king to E8. With a steady hand, Alberto C. brings the pawn to A3; then bat's king advances from E8 to F7.

Alberto C. advances the king from D3 to C2, and right after that bat sets the knight on B3, watching every square. Without hurry or fear, Alberto C. places the rook on B1.

From the dark, Bat pushes the king to F6, while alberto C.'s bishop takes D2, leaving C1 behind. Bat's rook falls on B1 and tears the rook from Alberto C.

Alberto C. captures the enemy rook: the king leaps from C2 to B1.

After toppling the bishop on D2, Bat threatens Alberto C.'s king.

With a steady hand, Alberto C. brings the king to C2, and right after that bat's knight advances from D2 to B3. Alberto C. advances the king from C2 to D3.

Bat gives check with the pawn on E4.

Alberto C. claims the enemy pawn by landing on E4.

From the dark, Bat pushes the knight to A5, and alberto C.'s king takes D3, leaving E4 behind. Bat answers by moving the pawn from A7 to A6, while alberto C. slides the king across the board, from D3 to C2.

With dungeon cunning, Bat brings the king to E5. With a steady hand, Alberto C. brings the pawn to C4; then bat's king advances from E5 to D4.

Alberto C. advances the pawn from B2 to B3. After toppling the pawn on B3, Bat threatens Alberto C.'s king.

Without hurry or fear, Alberto C. places the king on B2. After toppling the pawn on C4, Bat threatens Alberto C.'s king.

Alberto C.'s king takes B1, leaving B2 behind. Bat answers by moving the knight from C4 to E5, and alberto C. slides the pawn across the board, from F3 to F4.

With dungeon cunning, Bat brings the knight to G4. With a steady hand, Alberto C. brings the pawn to F5, and right after that bat's king advances from D4 to C3.

Alberto C. advances the pawn from A3 to A4; then bat sets the pawn on B4, watching every square. Without hurry or fear, Alberto C. places the pawn on A5.

From the dark, Bat pushes the knight to E5, and alberto C.'s pawn takes F6, leaving F5 behind. Bat answers by moving the pawn from B3 to B2, while alberto C. slides the king across the board, from B1 to A2.

With dungeon cunning, Bat brings the king to C2. With a steady hand, Alberto C. brings the pawn to F7; then bat's knight advances from E5 to D3.

Alberto C.'s pawn crowns on F8 and becomes a queen.

On B1, Bat promotes and gains a reinforcing rook.

Without hurry or fear, Alberto C. places the queen on F5. From the dark, Bat pushes the king to D1. Alberto C. gives check with the queen on F1.

Bat answers by moving the king from D1 to C2. From G2, Alberto C.'s queen forces Bat to defend.

With dungeon cunning, Bat brings the king to C1. Check: Alberto C. tightens the net by bringing the queen to F1.

Bat's king advances from C1 to D2. Alberto C. captures the enemy rook: the queen leaps from F1 to B1.

Bat sets the pawn on C4, watching every square, while without hurry or fear, Alberto C. places the queen on H1. From the dark, Bat pushes the knight to C5.

Check: Alberto C. tightens the net by bringing the queen to G2.

Bat answers by moving the king from D2 to D1, while alberto C. slides the queen across the board, from G2 to G3. With dungeon cunning, Bat brings the king to C2.

Alberto C. captures the enemy pawn: the queen leaps from G3 to D6.

Bat's knight advances from C5 to E4. Alberto C. claims the enemy pawn by landing on A6.

Bat sets the knight on D2, watching every square, and without hurry or fear, Alberto C. places the pawn on D6. Check from Bat: the pawn plants itself on B3.

Alberto C.'s king takes A3, leaving A2 behind. Bat answers by moving the pawn from B3 to B2, and alberto C. slides the pawn across the board, from D6 to D7.

On B1, Bat promotes and gains a reinforcing queen.

Alberto C. gives check with the queen on G6.

Bat's king advances from C2 to C3. Alberto C. captures the enemy queen: the queen leaps from G6 to B1.

After toppling the queen on B1, Bat threatens Alberto C.'s king.

Without hurry or fear, Alberto C. places the king on A4. From the dark, Bat pushes the king to D2. Alberto C.'s pawn crowns on D8 and becomes a queen.

Bat answers by moving the king from D2 to C2, while alberto C. slides the queen across the board, from D8 to C8. Bat gives check with the knight on C3.

With a steady hand, Alberto C. brings the king to B4. Bat's knight reaches D5 and threatens Alberto C.'s king.

Alberto C. advances the king from B4 to C5, and right after that bat sets the king on B3, watching every square. Alberto C. captures the enemy knight: the king leaps from C5 to D5.

From the dark, Bat pushes the king to C2. Alberto C. captures the pawn on C4 and leaves Bat in check.

Bat answers by moving the king from C2 to B2, and alberto C. slides the pawn across the board, from A5 to A6. With dungeon cunning, Bat brings the king to A3.

With a steady hand, Alberto C. brings the pawn to A7, and right after that bat's king advances from A3 to B2. Alberto C.'s pawn crowns on A8 and becomes a queen.

Bat sets the king on B1, watching every square. Alberto C. gives check with the queen on B8.

From the dark, Bat pushes the king to A1. Mate. Alberto C.'s queen on A6 leaves Bat with no escape.

Game details

Hero's colour
White
Time control
10+0
Actual duration
3 min 25 s
Moves
111
How it ended
checkmate
Captures (hero / opponent)
10 / 7
Material captured (hero / opponent)
28 / 21
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 (111 moves) lasted longer than 95% of the games on this floor.

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