Battle chronicle

The duel begins: our hero against Bat on floor 4.

our hero's bishop lands on D2 and defeats Bat's rook!

Checkmate! our hero topples Bat and claims victory.

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The battle, move by move

our hero slides the pawn across the board, from F2 to F3; then with dungeon cunning, Bat brings the pawn to E3. our hero claims the enemy pawn by landing on E3.

Bat's rook advances from D5 to D2. our hero captures the enemy rook: the bishop leaps from C1 to D2.

Bat sets the pawn on E4, watching every square, while without hurry or fear, our hero places the pawn on F4. From the dark, Bat pushes the king to D7, and our hero's pawn takes G4, leaving G2 behind.

Bat answers by moving the pawn from D6 to D5, while our hero slides the pawn across the board, from H2 to H4. With dungeon cunning, Bat brings the pawn to A3.

With a steady hand, our hero brings the bishop to C1; then bat's king advances from D7 to C7. our hero claims the enemy pawn by landing on A3.

Bat sets the pawn on B5, watching every square. our hero captures the enemy pawn: the bishop leaps from A3 to C5.

From the dark, Bat pushes the king to C6, while our hero's bishop takes A3, leaving C5 behind. Bat answers by moving the pawn from D5 to D4.

our hero captures the enemy pawn: the pawn leaps from E3 to D4.

With dungeon cunning, Bat brings the pawn to H5. With a steady hand, our hero brings the pawn to G5, and right after that bat's king advances from C6 to D7.

our hero advances the pawn from F4 to F5; then bat sets the pawn on B4, watching every square. our hero claims the enemy pawn by landing on B4.

From the dark, Bat pushes the pawn to B5, and our hero's pawn takes G6, leaving G5 behind. Bat answers by moving the king from D7 to C6, while our hero slides the pawn across the board, from F5 to F6.

With dungeon cunning, Bat brings the king to D7. With a steady hand, our hero brings the pawn to F7; then bat's king advances from D7 to D8.

our hero's pawn crowns on F8 and becomes a queen.

Bat sets the king on C7, watching every square, and without hurry or fear, our hero places the pawn on G7. From the dark, Bat pushes the king to D7.

our hero's pawn crowns on G8 and becomes a queen.

Bat answers by moving the pawn from E4 to E3. From F5, our hero's queen forces Bat to defend.

With dungeon cunning, Bat brings the king to C7. Check: our hero tightens the net by bringing the queen to C8.

Bat's king advances from C7 to B6. our hero gives check with the bishop on C5.

Bat sets the king on A5, watching every square. Mate. our hero's queen on A8 leaves Bat with no escape.

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 31 s
Moves
47
How it ended
checkmate
Captures (hero / opponent)
6 / 0
Material captured (hero / opponent)
10 / 0
First capture
move 1

Floor 4 statistics

Against Bat, heroes have won 48% of 641 finished games (305 wins, 90 losses, 246 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (47 moves) lasted longer than 28% of the games on this floor.

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