Battle chronicle
our hero draws pieces against Bat. The dungeon watches in silence.
A cruel blow: Bat's king captures our hero's queen on F6.
The duel ends in a draw: our hero and Bat withdraw.
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The battle, move by move
A clean strike: our hero's bishop topples the pawn on H6.
Bat sets the pawn on A3, watching every square. From B2 to A3, our hero's pawn swallows Bat's pawn.
From the dark, Bat pushes the king to D7; then our hero's pawn takes G4, leaving G2 behind. Bat answers by moving the pawn from D5 to D4, and right after that our hero slides the pawn across the board, from A3 to A4.
With dungeon cunning, Bat brings the pawn to D3. With a steady hand, our hero brings the bishop to E3, while bat's pawn advances from C5 to C4.
From E3 to B6, our hero's bishop swallows Bat's pawn.
Bat sets the pawn on E4, watching every square; then without hurry or fear, our hero places the pawn on F4. Bat's pawn reaches D2 and threatens our hero's king.
From E1 to D2, our hero's king swallows Bat's pawn.
Bat answers by moving the king from D7 to E8; then our hero slides the king across the board, from D2 to C2. With dungeon cunning, Bat brings the king to D7.
With a steady hand, our hero brings the pawn to F5, and bat's king advances from D7 to E8. our hero advances the pawn from F5 to F6, while bat sets the king on F7, watching every square.
Without hurry or fear, our hero places the bishop on D4. From the dark, Bat pushes the pawn to B6.
A clean strike: our hero's bishop topples the pawn on B6.
Bat answers by moving the pawn from D6 to D5, and right after that our hero slides the bishop across the board, from B6 to F2. With dungeon cunning, Bat brings the pawn to D4.
A clean strike: our hero's bishop topples the pawn on D4.
Bat's king advances from F7 to F8. our hero advances the pawn from F6 to F7. Bat moves the king from F8 to F7 and topples our hero's pawn.
Without hurry or fear, our hero places the pawn on G5. From the dark, Bat pushes the pawn to C3. From C2 to C3, our hero's king swallows Bat's pawn.
Bat answers by moving the king from F7 to G8; then our hero slides the pawn across the board, from G5 to G6. With dungeon cunning, Bat brings the pawn to E3.
With a steady hand, our hero brings the king to C2, and bat's king advances from G8 to F8. A clean strike: our hero's bishop topples the pawn on E3.
Bat sets the king on E7, watching every square, and right after that without hurry or fear, our hero places the pawn on A5. From the dark, Bat pushes the king to D6; then our hero's pawn takes A6, leaving A5 behind.
Bat answers by moving the king from D6 to D5, and right after that our hero slides the pawn across the board, from G6 to G7. With dungeon cunning, Bat brings the king to E4.
With a steady hand, our hero brings the bishop to D2, while bat's king advances from E4 to E5. Promotion: on G8, our hero turns a pawn into a queen.
Bat sets the king on D6, watching every square. From D5, our hero's queen forces Bat to defend.
Bat advances to D5 and claims our queen.
our hero's pawn takes A7, leaving A6 behind. Bat answers by moving the king from D5 to E6.
Promotion: on A8, our hero turns a pawn into a queen.
With dungeon cunning, Bat brings the king to F5. With a steady hand, our hero brings the pawn to H4, and bat's king advances from F5 to E5.
our hero advances the bishop from D2 to H6, while bat sets the king on E6, watching every square. Without hurry or fear, our hero places the pawn on A4.
From the dark, Bat pushes the king to F6; then our hero's bishop takes F4, leaving H6 behind. Bat answers by moving the king from F6 to E7, and right after that our hero slides the pawn across the board, from H4 to H5.
With dungeon cunning, Bat brings the king to F6. our hero gives check with the queen on C6.
Bat's king advances from F6 to F5. our hero advances the bishop from F4 to H6, and bat sets the king on E5, watching every square.
Without hurry or fear, our hero places the bishop on E3. From the dark, Bat pushes the king to F5, and right after that our hero's pawn takes H6, leaving H5 behind.
Bat answers by moving the king from F5 to E5; then our hero slides the queen across the board, from C6 to C4. With dungeon cunning, Bat brings the king to D6.
With a steady hand, our hero brings the pawn to H7, and bat's king advances from D6 to D7. Promotion: on H8, our hero turns a pawn into a queen.
Bat sets the king on E7, watching every square. From F6, our hero's queen forces Bat to defend.
Bat moves the king from E7 to F6 and topples our hero's queen.
our hero's pawn takes A5, leaving A4 behind. Bat answers by moving the king from F6 to G7, and right after that our hero slides the pawn across the board, from A5 to A6.
With dungeon cunning, Bat brings the king to G6. With a steady hand, our hero brings the pawn to A7, while bat's king advances from G6 to H7.
Promotion: on A8, our hero turns a pawn into a queen.
Bat sets the king on G7, watching every square; then without hurry or fear, our hero places the bishop on G5. From the dark, Bat pushes the king to H7, and right after that our hero's queen takes C6, leaving C4 behind.
Bat answers by moving the king from H7 to G7; then our hero slides the queen across the board, from A8 to E8. With dungeon cunning, Bat brings the king to H7.
With a steady hand, our hero brings the bishop to F6, and bat's king advances from H7 to H6. our hero advances the queen from C6 to E4.
Draw. The dungeon keeps the names of our hero and Bat.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 2 min 27 s
- Moves
- 101
- How it ended
- stalemate
- Captures (hero / opponent)
- 8 / 3
- Material captured (hero / opponent)
- 8 / 19
- First capture
- move 0
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 (101 moves) lasted longer than 91% of the games on this floor.