Battle chronicle
In the depths of Sewers, our hero faces Bat.
With an adventurer's precision, our hero takes the rival knight on D6.
Bat falls to our hero's mate. The legend grows.
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The battle, move by move
our hero slides the pawn across the board, from F2 to F3, and with dungeon cunning, Bat brings the rook to G6. A clean strike: our hero's pawn topples the pawn on E4.
Bat captures the knight on G1 and puts our hero in check.
our hero advances the king from E1 to F2, and bat sets the rook on G8, watching every square. A clean strike: our hero's pawn topples the pawn on D5.
From the dark, Bat pushes the knight to D8, and right after that our hero's pawn takes B3, leaving B2 behind. Bat answers by moving the pawn from C5 to C4.
A clean strike: our hero's pawn topples the pawn on C4.
Bat's rook reaches F8 and threatens our hero's king.
With a steady hand, our hero brings the king to E3, and bat's knight advances from D8 to F7. our hero advances the bishop from C1 to A3, while bat sets the pawn on E4, watching every square.
From A3 to D6, our hero's bishop swallows Bat's pawn.
From the dark, Bat pushes the rook to H8; then our hero's bishop takes B8, leaving D6 behind. Bat answers by moving the pawn from B6 to B5.
From C4 to B5, our hero's pawn swallows Bat's pawn.
With dungeon cunning, Bat brings the pawn to A5. With a steady hand, our hero brings the rook to C1. Bat's rook reaches H3 and threatens our hero's king.
From E3 to E4, our hero's king swallows Bat's pawn.
Bat sets the pawn on A3, watching every square. From C8, our hero's rook forces Bat to defend.
From the dark, Bat pushes the king to E7. Check: our hero tightens the net by bringing the pawn to D6.
Bat answers by moving the king from E7 to E6; then our hero slides the pawn across the board, from B5 to B6. Bat captures the pawn on D6 and puts our hero in check.
From B8 to D6, our hero's bishop swallows Bat's knight.
Bat moves the king from E6 to D6 and topples our hero's bishop.
our hero advances the pawn from B6 to B7, while bat sets the rook on G3, watching every square. Promotion: on B8, our hero turns a pawn into a queen.
From the dark, Bat pushes the king to E7; then our hero's rook takes C6, leaving C8 behind. Bat answers by moving the rook from G3 to G8.
Check: our hero tightens the net by bringing the queen to B7.
With dungeon cunning, Bat brings the king to E8. And it is checkmate: our hero ends the game on C8.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 1 min 6 s
- Moves
- 43
- How it ended
- checkmate
- Captures (hero / opponent)
- 7 / 3
- Material captured (hero / opponent)
- 9 / 7
- First capture
- move 1
Floor 4 statistics
Against Bat, heroes have won 48% of 638 finished games (305 wins, 90 losses, 243 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.
This game (43 moves) lasted longer than 23% of the games on this floor.