Battle chronicle

our hero draws pieces against Bat. The dungeon watches in silence.

Bat moves its king from H5 to G5 and topples our hero's queen!

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

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The battle, move by move

our hero slides the knight across the board, from G1 to H3, while with dungeon cunning, Bat brings the knight to D8. With a steady hand, our hero brings the knight to F2, and bat's pawn advances from B6 to B5.

our hero advances the pawn from D2 to D4, while bat sets the rook on G6, watching every square. From D4 to E5, our hero's pawn swallows Bat's pawn.

Bat gives check with the rook on G1.

our hero's king takes D2, leaving E1 behind. Bat answers by moving the king from E8 to D7. From E5 to D6, our hero's pawn swallows Bat's pawn.

With dungeon cunning, Bat brings the pawn to B4. With a steady hand, our hero brings the knight to D1. Bat gives check with the pawn on E3.

From D2 to E3, our hero's king swallows Bat's pawn.

Bat's pawn reaches D4 and threatens our hero's king.

Without hurry or fear, our hero places the king on F2. From the dark, Bat pushes the rook to G7, and right after that our hero's bishop takes B2, leaving C1 behind.

Bat answers by moving the pawn from A7 to A5; then our hero slides the pawn across the board, from E2 to E3. Bat's rook reaches F7 and threatens our hero's king.

With a steady hand, our hero brings the king to E2, and bat's pawn advances from A4 to A3. A clean strike: our hero's bishop topples the pawn on D4.

Bat sets the rook on F4, watching every square. From E3 to F4, our hero's pawn swallows Bat's rook.

Bat moves the pawn from C5 to D4 and topples our hero's bishop.

our hero's pawn takes C4, leaving C2 behind. Bat answers by moving the king from D7 to E6, and right after that our hero slides the pawn across the board, from D6 to D7.

With dungeon cunning, Bat brings the pawn to A2. With a steady hand, our hero brings the knight to C3. Bat advances to C3 and claims our knight.

our hero gives check with the pawn on F5.

Bat sets the king on E7, watching every square. From F6, our hero's pawn forces Bat to defend.

From the dark, Bat pushes the king to F7, and right after that our hero's pawn takes C5, leaving C4 behind. Bat answers by moving the king from F7 to E6; then our hero slides the pawn across the board, from F6 to F7.

Bat advances to F7 and claims our pawn.

With a steady hand, our hero brings the pawn to C6. Bat moves the knight from D8 to C6 and topples our hero's pawn.

Promotion: on D8, our hero turns a pawn into a queen.

Bat advances to D8 and claims our queen.

Without hurry or fear, our hero places the pawn on H4. From the dark, Bat pushes the knight to C6; then our hero's pawn takes H5, leaving H4 behind.

Bat's pawn crowns on A1 and a hostile queen is born.

our hero slides the pawn across the board, from H5 to H6, and with dungeon cunning, Bat brings the pawn to C2. With a steady hand, our hero brings the pawn to H7.

Bat's pawn crowns on C1 and a hostile bishop is born.

Promotion: on H8, our hero turns a pawn into a queen.

Bat gives check with the queen on B2.

Without hurry or fear, our hero places the king on F3. From the dark, Bat pushes the bishop to G5. From H8 to D4, our hero's queen swallows Bat's pawn.

Check from Bat: the knight plants itself on E5.

our hero slides the king across the board, from F3 to E4. Bat gives check with the queen on E2.

With a steady hand, our hero brings the king to D5, and bat's king advances from F7 to G6. A clean strike: our hero's queen topples the knight on E5.

Check from Bat: the queen plants itself on D1.

Without hurry or fear, our hero places the king on E6. From the dark, Bat pushes the queen to E1.

A clean strike: our hero's queen topples the queen on E1.

Bat answers by moving the king from G6 to H6. From E1 to A5, our hero's queen swallows Bat's pawn.

With dungeon cunning, Bat brings the king to H5. With a steady hand, our hero brings the king to D7, while bat's king advances from H5 to G6.

our hero advances the queen from A5 to E5, and bat sets the king on H5, watching every square. By taking the bishop on G5, our hero drives Bat into check.

Bat advances to G5 and claims our queen.

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

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 15 s
Moves
78
How it ended
draw
Captures (hero / opponent)
10 / 6
Material captured (hero / opponent)
26 / 26
First capture
move 3

Floor 4 statistics

Against Bat, heroes have won 48% of 634 finished games (304 wins, 89 losses, 241 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (78 moves) lasted longer than 74% of the games on this floor.

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