Battle chronicle

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

With an adventurer's precision, our hero takes the rival rook on G8.

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

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The battle, move by move

Without hurry or fear, our hero places the knight on E2. From the dark, Bat pushes the pawn to B5, and right after that our hero's knight takes C3, leaving E2 behind.

Bat answers by moving the pawn from D5 to D4. A clean strike: our hero's knight topples the pawn on A4.

With dungeon cunning, Bat brings the pawn to E3. From D2 to E3, our hero's pawn swallows Bat's pawn.

Bat moves the pawn from D4 to E3 and topples our hero's pawn.

our hero advances the knight from A4 to C3, while bat sets the rook on H8, watching every square. Without hurry or fear, our hero places the pawn on G3.

From the dark, Bat pushes the king to D8; then our hero's knight takes D1, leaving C3 behind. Bat answers by moving the king from D8 to E7.

From D1 to E3, our hero's knight swallows Bat's pawn.

With dungeon cunning, Bat brings the rook to C8. Check: our hero tightens the net by bringing the knight to F5.

Bat's king advances from E7 to F6. From F5 to D6, our hero's knight swallows Bat's pawn.

Bat sets the king on E6, watching every square. A clean strike: our hero's knight topples the pawn on B5.

From the dark, Bat pushes the rook to B8. From B5 to A7, our hero's knight swallows Bat's pawn.

Bat answers by moving the rook from B8 to E8; then our hero slides the knight across the board, from A7 to C6. With dungeon cunning, Bat brings the pawn to C4.

With a steady hand, our hero brings the king to D2. Bat gives check with the pawn on C3.

A clean strike: our hero's king topples the pawn on C3.

Bat sets the rook on H8, watching every square, and right after that without hurry or fear, our hero places the pawn on H4. From the dark, Bat pushes the rook to A8; then our hero's pawn takes G4, leaving G3 behind.

Bat answers by moving the rook from A8 to F8, and right after that our hero slides the pawn across the board, from H4 to H5. With dungeon cunning, Bat brings the knight to D6.

With a steady hand, our hero brings the pawn to G5, while bat's rook advances from F8 to D8. our hero advances the pawn from H5 to H6.

Bat gives check with the knight on B5.

Without hurry or fear, our hero places the king on B4. From the dark, Bat pushes the king to D7, and right after that our hero's pawn takes G6, leaving G5 behind.

Bat answers by moving the rook from D8 to C8; then our hero slides the pawn across the board, from H6 to H7. With dungeon cunning, Bat brings the rook to H8.

By taking the pawn on E5, our hero drives Bat into check.

Bat's king advances from D7 to D6. our hero gives check with the knight on C4.

Bat sets the king on D5, watching every square, and right after that without hurry or fear, our hero places the knight on A3. From the dark, Bat pushes the king to E6.

A clean strike: our hero's knight topples the knight on B5.

Bat answers by moving the king from E6 to E7, and right after that our hero slides the pawn across the board, from G6 to G7. With dungeon cunning, Bat brings the rook to D8.

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

Bat's rook advances from D8 to G8. From H8 to G8, our hero's queen swallows Bat's rook.

Bat sets the king on F6, watching every square; then without hurry or fear, our hero places the knight on D4. From the dark, Bat pushes the king to G6, and right after that our hero's knight takes E6, leaving D4 behind.

Bat answers by moving the king from G6 to F5. Check: our hero tightens the net by bringing the queen to F8.

With dungeon cunning, Bat brings the king to E5. With a steady hand, our hero brings the queen to F7, and bat's king advances from E5 to D5.

Promotion: on G8, our hero turns a pawn into a queen.

Bat sets the king on E5, watching every square. Check: our hero tightens the net by bringing the queen to G5.

From the dark, Bat pushes the king to D6. And it is checkmate: our hero ends the game on C5.

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 36 s
Moves
73
How it ended
checkmate
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 (73 moves) lasted longer than 67% of the games on this floor.

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