Battle chronicle
The duel begins: our hero against Bat on floor 4.
With an adventurer's precision, our hero takes the rival rook on H6.
Draw. The dungeon keeps the names of our hero and Bat.
Loading…
The battle, move by move
our hero captures the enemy rook: the bishop leaps from C1 to H6.
Bat's knight advances from B7 to A5. our hero advances the knight from G1 to H3, and right after that bat sets the knight on C4, watching every square.
Without hurry or fear, our hero places the knight on G5. From the dark, Bat pushes the knight to E3, while our hero's knight takes H3, leaving G5 behind.
Bat answers by moving the king from E8 to F7. our hero captures the enemy knight: the bishop leaps from H6 to E3.
With dungeon cunning, Bat brings the pawn to B5. With a steady hand, our hero brings the knight to F2, and right after that bat's king advances from F7 to E7.
our hero gives check with the bishop on G5.
Bat sets the king on F8, watching every square, while without hurry or fear, our hero places the bishop on D8. From the dark, Bat pushes the king to G7, and our hero's bishop takes C7, leaving D8 behind.
Bat answers by moving the pawn from B5 to B4. our hero claims the enemy pawn by landing on D6.
With dungeon cunning, Bat brings the king to F7. our hero captures the enemy pawn: the bishop leaps from D6 to C5.
Bat's king advances from F7 to E8. our hero claims the enemy pawn by landing on A7.
Bat sets the king on D7, watching every square, and without hurry or fear, our hero places the bishop on C5. From the dark, Bat pushes the king to C8, while our hero's knight takes D3, leaving F2 behind.
Bat answers by moving the king from C8 to B7. our hero captures the enemy pawn: the knight leaps from D3 to E5.
With dungeon cunning, Bat brings the pawn to D4. our hero claims the enemy pawn by landing on D4.
Bat's king advances from B7 to A6. our hero advances the knight from E5 to D3; then bat sets the king on A5, watching every square.
our hero claims the enemy pawn by landing on B4.
From the dark, Bat pushes the king to B5, and our hero's knight takes D5, leaving B4 behind. Bat answers by moving the king from B5 to A5, while our hero slides the pawn across the board, from G2 to G4.
With dungeon cunning, Bat brings the pawn to E3. our hero captures the enemy pawn: the bishop leaps from D4 to E3.
Bat's king advances from A5 to A6. our hero advances the pawn from G4 to G5, and right after that bat sets the king on A5, watching every square.
Without hurry or fear, our hero places the pawn on G6. From the dark, Bat pushes the pawn to A3, while our hero's pawn takes G7, leaving G6 behind.
Bat answers by moving the king from A5 to A6. our hero's pawn crowns on G8 and becomes a queen.
With dungeon cunning, Bat brings the king to B7. With a steady hand, our hero brings the pawn to C4, and right after that bat's king advances from B7 to A6.
our hero advances the pawn from C4 to C5; then bat sets the king on A7, watching every square. our hero gives check with the pawn on C6.
From the dark, Bat pushes the king to A6, and our hero's pawn takes C7, leaving C6 behind. Bat answers by moving the king from A6 to B5.
our hero's pawn crowns on C8 and becomes a queen.
With dungeon cunning, Bat brings the king to A4. our hero gives check with the queen on A8.
Bat's king advances from A4 to B5. From B8, our hero's queen forces Bat to defend.
Bat sets the king on C4, watching every square. Check: our hero tightens the net by bringing the knight to B6.
From the dark, Bat pushes the king to D3. our hero gives check with the queen on D6.
Bat's king falls on E3 and tears the bishop from our hero.
From E8, our hero's queen forces Bat to defend.
With dungeon cunning, Bat brings the king to F3. our hero captures the pawn on A3 and leaves Bat in check.
Bat's king advances from F3 to G4. our hero advances the queen from A3 to E3; then bat sets the king on F5, watching every square.
From F8, our hero's queen forces Bat to defend.
From the dark, Bat pushes the king to G6, and our hero's queen takes F3, leaving E3 behind. Bat answers by moving the king from G6 to H7, while our hero slides the queen across the board, from F3 to G4.
Neither our hero nor Bat claims victory. A draw on the board.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 6 min 33 s
- Moves
- 79
- How it ended
- stalemate
- Captures (hero / opponent)
- 10 / 1
- Material captured (hero / opponent)
- 16 / 3
- First capture
- move 0
Floor 4 statistics
Against Bat, heroes have won 48% of 639 finished games (305 wins, 90 losses, 244 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.