Battle chronicle

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

With an adventurer's precision, our hero takes the rival rook on B8.

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

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The battle, move by move

our hero advances the king from E1 to F2. Check from Bat: the rook plants itself on A2.

Without hurry or fear, our hero places the king on G3. From the dark, Bat pushes the king to D7, and our hero's pawn takes H4, leaving H2 behind.

Bat answers by moving the rook from A2 to A6, while our hero slides the king across the board, from G3 to G4. With dungeon cunning, Bat brings the pawn to C4.

With a steady hand, our hero brings the pawn to H5; then bat's pawn advances from B6 to B5. our hero advances the king from G4 to F5, and right after that bat sets the king on C6, watching every square.

Without hurry or fear, our hero places the king on G6. From the dark, Bat pushes the pawn to E3. our hero claims the enemy pawn by landing on H6.

Bat answers by moving the rook from A6 to A8, and our hero slides the king across the board, from H6 to G6. With dungeon cunning, Bat brings the king to C5.

With a steady hand, our hero brings the pawn to H6, and right after that bat's king advances from C5 to D4. our hero advances the pawn from H6 to H7; then bat sets the king on D3, watching every square.

Without hurry or fear, our hero places the king on G7. From the dark, Bat pushes the pawn to E2. our hero's pawn crowns on H8 and becomes a queen.

Bat answers by moving the knight from D5 to B6. From H3, our hero's queen forces Bat to defend.

With dungeon cunning, Bat brings the king to D4. Check: our hero tightens the net by bringing the queen to G4.

Bat's king advances from D4 to C5. our hero claims the enemy pawn by landing on E2.

Bat sets the rook on D8, watching every square. From E3, our hero's queen forces Bat to defend.

From the dark, Bat pushes the king to B4. our hero claims the enemy knight by landing on B6.

Bat answers by moving the rook from D8 to E8. our hero captures the enemy pawn: the queen leaps from B6 to B7.

With dungeon cunning, Bat brings the king to C5. With a steady hand, our hero brings the queen to D7, and right after that bat's rook advances from E8 to B8.

Check: our hero tightens the net by bringing the queen to C7.

Bat sets the king on B4, watching every square. our hero claims the enemy rook by landing on B8.

From the dark, Bat pushes the king to C3. our hero captures the enemy pawn: the queen leaps from B8 to D6.

Bat answers by moving the pawn from B5 to B4. our hero captures the pawn on E5 and leaves Bat in check.

With dungeon cunning, Bat brings the king to B3. With a steady hand, our hero brings the king to F6; then bat's king advances from B3 to C2.

our hero advances the king from F6 to F5, and right after that bat sets the pawn on B3, watching every square. Without hurry or fear, our hero places the king on E4.

From the dark, Bat pushes the pawn to C3, while our hero's king takes E3, leaving E4 behind. Bat answers by moving the pawn from B3 to B2, and our hero slides the queen across the board, from E5 to D4.

On B1, Bat promotes and gains a reinforcing rook.

Check: our hero tightens the net by bringing the queen to D3.

Bat's king advances from C2 to B2. our hero advances the king from E3 to E2; then bat sets the rook on A1, watching every square.

Without hurry or fear, our hero places the king on E3. Bat gives check with the rook on E1.

our hero's king takes D4, leaving E3 behind. Bat answers by moving the pawn from C3 to C2. our hero gives check with the queen on C3.

With dungeon cunning, Bat brings the king to A2. our hero captures the enemy rook: the queen leaps from C3 to E1.

On C1, Bat promotes and gains a reinforcing knight.

Check: our hero tightens the net by bringing the queen to D2.

Bat sets the king on A1, watching every square, and without hurry or fear, our hero places the king on C3. Check from Bat: the knight plants itself on E2.

our hero's king takes B3, leaving C3 behind. Bat answers by moving the knight from E2 to G3, and our hero slides the queen across the board, from D2 to C2.

With dungeon cunning, Bat brings the knight to E2. And it is checkmate: our hero ends the game on B2.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 54 s
Moves
79
How it ended
checkmate
Captures (hero / opponent)
8 / 0
Material captured (hero / opponent)
18 / 0
First capture
move 7

Floor 4 statistics

Against Bat, heroes have won 48% of 638 finished games (305 wins, 90 losses, 243 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (79 moves) lasted longer than 74% of the games on this floor.

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