Battle chronicle
our hero draws pieces against Bat. The dungeon watches in silence.
our hero answers with fury: the bishop leaps from C1 to H6 and captures the enemy rook.
In the end, our hero delivers checkmate and Bat flees the board.
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The battle, move by move
A clean strike: our hero's bishop topples the rook on H6.
With dungeon cunning, Bat brings the knight to D8. From A1 to A4, our hero's rook swallows Bat's pawn.
Bat's pawn advances from A7 to A5. our hero advances the pawn from H2 to H4, while bat sets the king on D7, watching every square.
Without hurry or fear, our hero places the pawn on H5. From the dark, Bat pushes the knight to F7; then our hero's bishop takes G7, leaving H6 behind.
Bat answers by moving the king from D7 to C6, and right after that our hero slides the pawn across the board, from H5 to H6. With dungeon cunning, Bat brings the knight to H8.
A clean strike: our hero's bishop topples the knight on H8.
Bat's king advances from C6 to B5. our hero advances the rook from A4 to A1, and bat sets the king on A6, watching every square.
Without hurry or fear, our hero places the pawn on H7. From the dark, Bat pushes the pawn to E3. From F2 to E3, our hero's pawn swallows Bat's pawn.
Bat answers by moving the pawn from C5 to C4; then our hero slides the bishop across the board, from H8 to F6. With dungeon cunning, Bat brings the king to B5.
Promotion: on H8, our hero turns a pawn into a queen.
Bat's pawn advances from D5 to D4. our hero advances the king from E1 to D2. Bat captures the pawn on E3 and puts our hero in check.
From D2 to E3, our hero's king swallows Bat's pawn.
From the dark, Bat pushes the king to C6. our hero gives check with the queen on C8.
Bat answers by moving the king from C6 to D5. From B7, our hero's queen forces Bat to defend.
With dungeon cunning, Bat brings the king to E6. Check: our hero tightens the net by bringing the queen to D7.
Bat's king advances from E6 to D5. our hero advances the pawn from G2 to G4, and bat sets the pawn on C3, watching every square.
From D1, our hero's rook forces Bat to defend.
From the dark, Bat pushes the king to C5. By taking the pawn on D6, our hero drives Bat into check.
Bat answers by moving the king from C5 to B5; then our hero slides the bishop across the board, from F6 to D8. With dungeon cunning, Bat brings the king to A4.
From D6 to B6, our hero's queen swallows Bat's pawn.
Bat's king advances from A4 to A3. our hero delivers the final mate from A1.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 1 min 34 s
- Moves
- 45
- How it ended
- checkmate
- Captures (hero / opponent)
- 7 / 1
- Material captured (hero / opponent)
- 13 / 1
- First capture
- move 0
Floor 4 statistics
Against Bat, heroes have won 48% of 640 finished games (305 wins, 90 losses, 245 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.
This game (45 moves) lasted longer than 26% of the games on this floor.