Battle chronicle

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

our hero's knight lands on H4 and defeats Bat's rook!

The duel ends in a draw: our hero and Bat withdraw.

Loading…

The battle, move by move

Without hurry or fear, our hero places the knight on E2. From the dark, Bat pushes the pawn to D4, while our hero's knight takes G3, leaving E2 behind.

Bat answers by moving the pawn from D4 to D3, and our hero slides the knight across the board, from G3 to F5. Bat gives check with the rook on H1.

With a steady hand, our hero brings the king to F2, and right after that bat's rook advances from H1 to H4. our hero captures the enemy rook: the knight leaps from F5 to H4.

Bat sets the king on D7, watching every square, while without hurry or fear, our hero places the knight on F5. From the dark, Bat pushes the pawn to A3, and our hero's king takes E3, leaving F2 behind.

Bat answers by moving the pawn from A3 to A2. our hero claims the enemy pawn by landing on E4.

With dungeon cunning, Bat brings the pawn to B5. With a steady hand, our hero brings the knight to E3; then bat's pawn advances from C5 to C4.

our hero advances the knight from E3 to D5, and right after that bat sets the pawn on C3, watching every square. our hero captures the enemy pawn: the knight leaps from D5 to C3.

From the dark, Bat pushes the king to C6. our hero claims the enemy pawn by landing on A2.

Bat answers by moving the king from C6 to B6. our hero captures the enemy pawn: the king leaps from E4 to D3.

With dungeon cunning, Bat brings the king to A6. With a steady hand, our hero brings the pawn to G4, and right after that bat's pawn advances from D6 to D5.

our hero advances the pawn from G4 to G5. Bat gives check with the knight on C5.

Without hurry or fear, our hero places the king on C3. Bat's knight reaches E4 and threatens our hero's king.

our hero's king takes C2, leaving C3 behind. Bat answers by moving the king from A6 to A5, while our hero slides the pawn across the board, from G5 to G6.

With dungeon cunning, Bat brings the pawn to B4. With a steady hand, our hero brings the pawn to G7; then bat's knight advances from E4 to F6.

our hero advances the king from C2 to B3, and right after that bat sets the pawn on E4, watching every square. our hero captures the enemy pawn: the knight leaps from A2 to B4.

From the dark, Bat pushes the pawn to A6. our hero claims the enemy pawn by landing on D5.

Bat answers by moving the knight from F6 to E8. our hero's pawn crowns on G8 and becomes a queen.

With dungeon cunning, Bat brings the knight to C7. our hero claims the enemy knight by landing on C7.

Bat's pawn advances from E4 to E3. our hero advances the queen from G8 to G3.

A cruel blow: Bat's pawn captures our hero's pawn on D2.

Without hurry or fear, our hero places the queen on D3. On D1, Bat promotes and gains a reinforcing bishop.

our hero captures the enemy bishop: the queen leaps from D3 to D1.

Bat answers by moving the king from A5 to B6. Check: our hero tightens the net by bringing the queen to D6.

With dungeon cunning, Bat brings the king to A7. With a steady hand, our hero brings the king to A4; then bat's king advances from A7 to B8.

our hero advances the king from A4 to A5, and right after that bat sets the king on A7, watching every square. our hero captures the pawn on A6 and leaves Bat in check.

From the dark, Bat pushes the king to B8, while our hero's king takes B6, leaving A5 behind.

Draw. The dungeon keeps the names of our hero and Bat.

Game details

Hero's colour
White
Time control
10+0
Actual duration
4 min 58 s
Moves
63
How it ended
stalemate
Captures (hero / opponent)
10 / 1
Material captured (hero / opponent)
18 / 1
First capture
move 4

Floor 4 statistics

Against Bat, heroes have won 48% of 637 finished games (305 wins, 90 losses, 242 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (63 moves) lasted longer than 51% of the games on this floor.

More from floor 4