Battle chronicle
The duel begins: our hero against Bat on floor 4.
our hero's bishop lands on H6 and defeats Bat's rook!
Checkmate! our hero topples Bat and claims victory.
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The battle, move by move
our hero captures the enemy rook: the bishop leaps from C1 to H6.
Bat sets the pawn on A6, watching every square, while without hurry or fear, our hero places the pawn on F3. From the dark, Bat pushes the king to D7.
our hero captures the enemy pawn: the pawn leaps from F3 to E4.
A cruel blow: Bat's pawn captures our hero's pawn on E4.
our hero slides the pawn across the board, from G2 to G4, and right after that with dungeon cunning, Bat brings the knight to D8. With a steady hand, our hero brings the pawn to G5; then bat's king advances from D7 to E6.
our hero advances the pawn from G5 to G6, and right after that bat sets the king on F5, watching every square. Without hurry or fear, our hero places the pawn on G7.
From the dark, Bat pushes the king to G6, while our hero's bishop takes E3, leaving H6 behind. Bat answers by moving the king from G6 to F5.
our hero's pawn crowns on G8 and becomes a queen.
With dungeon cunning, Bat brings the pawn to A3. our hero claims the enemy knight by landing on D8.
Bat's king advances from F5 to E6. our hero captures the enemy pawn: the queen leaps from D8 to B6.
Bat sets the pawn on A5, watching every square. our hero claims the enemy pawn by landing on A5.
From the dark, Bat pushes the king to F7. our hero captures the enemy pawn: the queen leaps from A5 to A3.
Bat answers by moving the king from F7 to G8. our hero gives check with the queen on A8.
With dungeon cunning, Bat brings the king to H7. our hero captures the pawn on E4 and leaves Bat in check.
Bat's king advances from H7 to G7. Check: our hero tightens the net by bringing the queen to G4.
Bat sets the king on H7, watching every square, and without hurry or fear, our hero places the queen on G5. From the dark, Bat pushes the king to H8.
From F6, our hero's queen forces Bat to defend.
Bat answers by moving the king from H8 to H7. our hero captures the enemy pawn: the queen leaps from F6 to D6.
With dungeon cunning, Bat brings the pawn to E4. With a steady hand, our hero brings the bishop to G5, and right after that bat's pawn advances from C5 to C4.
From E7, our hero's queen forces Bat to defend.
Bat sets the king on G6, watching every square. Check: our hero tightens the net by bringing the queen to F6.
From the dark, Bat pushes the king to H7. our hero gives check with the queen on H6.
Bat answers by moving the king from H7 to G8, while our hero slides the bishop across the board, from G5 to F6. With dungeon cunning, Bat brings the pawn to C3.
our hero delivers the final mate from G7.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 1 min 22 s
- Moves
- 49
- How it ended
- checkmate
- Captures (hero / opponent)
- 8 / 1
- Material captured (hero / opponent)
- 14 / 1
- 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 (49 moves) lasted longer than 31% of the games on this floor.