Battle chronicle
The duel begins: our hero against Bat on floor 4.
our hero answers with fury: the pawn leaps from B2 to A3 and captures the enemy rook.
Neither our hero nor Bat claims victory. A draw on the board.
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The battle, move by move
With a steady hand, our hero brings the knight to H3; then bat's king advances from E8 to D8. our hero advances the pawn from A2 to A3, and right after that bat sets the rook on A7, watching every square.
our hero captures the enemy pawn: the bishop leaps from C1 to H6.
From the dark, Bat pushes the knight to F4. our hero claims the enemy knight by landing on F4.
Bat answers by moving the rook from A7 to A6. Check: our hero tightens the net by bringing the bishop to G5.
With dungeon cunning, Bat brings the king to D7. With a steady hand, our hero brings the knight to F2, and right after that bat's rook advances from A6 to A4.
our hero advances the king from E1 to D2. A cruel blow: Bat's rook captures our hero's pawn on A3.
our hero claims the enemy rook by landing on A3.
From the dark, Bat pushes the king to E6. our hero captures the enemy pawn: the knight leaps from F2 to E4.
Bat answers by moving the king from E6 to D5. From F6, our hero's knight forces Bat to defend.
With dungeon cunning, Bat brings the king to C6. With a steady hand, our hero brings the pawn to A4; then bat's pawn advances from E5 to E4.
our hero claims the enemy pawn by landing on E4.
Bat sets the pawn on D5, watching every square, and without hurry or fear, our hero places the knight on C3. From the dark, Bat pushes the king to D6.
Check: our hero tightens the net by bringing the knight to B5.
Bat answers by moving the king from D6 to E5, and our hero slides the knight across the board, from B5 to C7. With dungeon cunning, Bat brings the pawn to D4.
From F6, our hero's bishop forces Bat to defend.
Bat's king advances from E5 to D6. our hero advances the bishop from F6 to D8; then bat sets the king on C6, watching every square.
Without hurry or fear, our hero places the pawn on C3. After toppling the pawn on C3, Bat threatens our hero's king.
our hero captures the enemy pawn: the king leaps from D2 to C3.
Bat answers by moving the pawn from C5 to C4. our hero claims the enemy pawn by landing on C4.
Bat's pawn reaches B5 and threatens our hero's king.
our hero captures the pawn on B5 and leaves Bat in check.
Bat's king advances from C6 to B6. our hero advances the bishop from D8 to E7. Bat's king falls on C7 and tears the knight from our hero.
Without hurry or fear, our hero places the bishop on C5. From the dark, Bat pushes the king to D8, while our hero's pawn takes B6, leaving B5 behind.
Bat answers by moving the king from D8 to D7, and our hero slides the king across the board, from C4 to D5. With dungeon cunning, Bat brings the king to C8.
With a steady hand, our hero brings the king to D6, and right after that bat's king advances from C8 to B8. our hero advances the king from D6 to D7; then bat sets the king on A8, watching every square.
Without hurry or fear, our hero places the king on C7.
The duel ends in a draw: our hero and Bat withdraw.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 3 min 58 s
- Moves
- 55
- How it ended
- stalemate
- Captures (hero / opponent)
- 8 / 3
- Material captured (hero / opponent)
- 14 / 5
- First capture
- move 2
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 (55 moves) lasted longer than 39% of the games on this floor.