Battle chronicle

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

With an adventurer's precision, our hero takes the rival rook on E1.

Bat falls to our hero's mate. The legend grows.

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The battle, move by move

With a steady hand, our hero brings the pawn to D3; then bat's rook advances from H6 to H4. our hero claims the enemy pawn by landing on E4.

Bat sets the king on D7, watching every square. our hero captures the enemy pawn: the pawn leaps from E4 to D5.

A cruel blow: Bat's rook captures our hero's pawn on H2.

our hero's knight takes F3, leaving G1 behind. Check from Bat: the rook plants itself on H1.

our hero slides the king across the board, from E1 to D2; then with dungeon cunning, Bat brings the pawn to E4. With a steady hand, our hero brings the knight to H2.

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

our hero advances the king from D2 to E2. Check from Bat: the rook plants itself on E1.

our hero claims the enemy rook by landing on E1.

From the dark, Bat pushes the pawn to A6. our hero captures the enemy pawn: the bishop leaps from C1 to E3.

Bat answers by moving the pawn from A4 to A3. our hero claims the enemy pawn by landing on A3.

With dungeon cunning, Bat brings the pawn to B5. With a steady hand, our hero brings the knight to F3; then bat's knight advances from B7 to A5.

our hero advances the rook from A1 to B1, and right after that bat sets the knight on B3, watching every square. our hero captures the enemy knight: the rook leaps from B1 to B3.

From the dark, Bat pushes the pawn to C4, while our hero's rook takes B1, leaving B3 behind. Bat answers by moving the pawn from B5 to B4.

our hero captures the enemy pawn: the rook leaps from B1 to B4.

From the shadows, Backstab. Bat loses a piece to our hero's blade.

With dungeon cunning, Bat brings the king to C7. our hero gives check with the bishop on B6.

Bat's king advances from C7 to C8; then our hero advances the knight from F3 to D4. Bat sets the king on D7, watching every square.

Without hurry or fear, our hero places the knight on F5, and from the dark, Bat pushes the pawn to A5. our hero captures the enemy pawn: the bishop leaps from B6 to A5.

Bat answers by moving the king from D7 to C8. our hero captures the pawn on D6 and leaves Bat in check.

With dungeon cunning, Bat brings the king to D7; then with a steady hand, our hero brings the knight to F7. Bat's king advances from D7 to E7, and right after that our hero advances the knight from F7 to E5.

Bat sets the king on E8, watching every square. Without hurry or fear, our hero places the pawn on D6, while from the dark, Bat pushes the king to F8.

our hero's pawn takes D7, leaving D6 behind, and bat answers by moving the king from F8 to G7. our hero's pawn crowns on D8 and becomes a queen.

With dungeon cunning, Bat brings the king to H6. From G4, our hero's knight forces Bat to defend.

Bat's king advances from H6 to G7; then our hero advances the rook from B4 to B6. Bat sets the king on H7, watching every square.

our hero gives check with the queen on D7.

From the dark, Bat pushes the king to G8. Mate. our hero's rook on B8 leaves Bat with no escape.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 46 s
Moves
57
How it ended
checkmate
Captures (hero / opponent)
9 / 1
Material captured (hero / opponent)
15 / 1
First capture
move 1
Skills used
1

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.

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