Battle chronicle
The duel begins: our hero against Bat on floor 4.
our hero answers with fury: the bishop leaps from C1 to H6 and captures the enemy rook.
In the end, our hero delivers checkmate and Bat flees the board.
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The battle, move by move
our hero captures the enemy rook: the bishop leaps from C1 to H6.
From the dark, Bat pushes the king to D7, while our hero's pawn takes F4, leaving F2 behind. Bat answers by moving the pawn from D5 to D4, and our hero slides the pawn across the board, from F4 to F5.
With dungeon cunning, Bat brings the pawn to C4. With a steady hand, our hero brings the pawn to F6, and right after that bat's knight advances from B7 to D8.
our hero advances the bishop from H6 to G5; then bat sets the knight on E6, watching every square. Without hurry or fear, our hero places the pawn on F7.
From the dark, Bat pushes the king to C7, and our hero's bishop takes C1, leaving G5 behind. Bat answers by moving the knight from E6 to D8.
our hero's pawn crowns on F8 and becomes a queen.
With dungeon cunning, Bat brings the knight to E6. our hero gives check with the queen on F7.
Bat's king advances from C7 to B8. our hero claims the enemy knight by landing on E6.
Bat sets the pawn on D3, watching every square, and without hurry or fear, our hero places the pawn on C3. From the dark, Bat pushes the pawn to E3.
our hero claims the enemy pawn by landing on E3.
Bat answers by moving the pawn from E5 to E4. our hero captures the pawn on D6 and leaves Bat in check.
With dungeon cunning, Bat brings the king to B7. With a steady hand, our hero brings the queen to D4, and right after that bat's king advances from B7 to C7.
our hero captures the pawn on C4 and leaves Bat in check.
Bat sets the king on D8, watching every square. our hero claims the enemy pawn by landing on E4.
From the dark, Bat pushes the king to C7. our hero captures the enemy pawn: the queen leaps from E4 to D3.
Bat answers by moving the pawn from B6 to B5. our hero claims the enemy pawn by landing on B5.
With dungeon cunning, Bat brings the pawn to A6. our hero captures the enemy pawn: the queen leaps from B5 to A6.
Bat's king advances from C7 to D7. our hero captures the pawn on A4 and leaves Bat in check.
Bat sets the king on E7, watching every square, and without hurry or fear, our hero places the queen on A6. From the dark, Bat pushes the king to F8, while our hero's queen takes B7, leaving A6 behind.
Bat answers by moving the king from F8 to G8, and our hero slides the king across the board, from E1 to F2. With dungeon cunning, Bat brings the king to F8.
With a steady hand, our hero brings the king to F3, and right after that bat's king advances from F8 to E8. our hero advances the king from F3 to E4; then bat sets the king on F8, watching every square.
Without hurry or fear, our hero places the king on E5. From the dark, Bat pushes the king to G8, and our hero's king takes F6, leaving E5 behind.
Bat answers by moving the king from G8 to H8, while our hero slides the king across the board, from F6 to G6. With dungeon cunning, Bat brings the king to G8.
our hero delivers the final mate from C8.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 3 min 0 s
- Moves
- 57
- How it ended
- checkmate
- Captures (hero / opponent)
- 10 / 0
- Material captured (hero / opponent)
- 16 / 0
- First capture
- move 0
Floor 4 statistics
Against Bat, heroes have won 48% of 641 finished games (305 wins, 90 losses, 246 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.