Battle chronicle
A new legend is written: our hero challenges Bat on floor 4.
our hero answers with fury: the bishop leaps from C1 to H6 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
our hero claims the enemy rook by landing on H6.
Bat sets the pawn on D4, watching every square, and without hurry or fear, our hero places the pawn on H4. From the dark, Bat pushes the pawn to A5, while our hero's knight takes H3, leaving G1 behind.
Bat answers by moving the pawn from A4 to A3, and our hero slides the bishop across the board, from H6 to C1. With dungeon cunning, Bat brings the king to D7.
our hero claims the enemy pawn by landing on A3.
Bat's knight advances from B7 to D8. our hero advances the knight from H3 to G5; then bat sets the pawn on B5, watching every square.
Without hurry or fear, our hero places the pawn on H5. From the dark, Bat pushes the pawn to E3, and our hero's king takes E2, leaving E1 behind.
Bat answers by moving the pawn from E5 to E4, while our hero slides the bishop across the board, from A3 to C1. With dungeon cunning, Bat brings the knight to E6.
our hero captures the enemy pawn: the knight leaps from G5 to E4.
Bat gives check with the knight on F4.
our hero advances the king from E2 to F3, and right after that bat sets the pawn on D3, watching every square. our hero captures the enemy pawn: the bishop leaps from C1 to E3.
A cruel blow: Bat's knight captures our hero's pawn on H5.
our hero's knight takes C3, leaving E4 behind. Bat answers by moving the knight from H5 to F6. our hero captures the enemy pawn: the knight leaps from C3 to B5.
With dungeon cunning, Bat brings the knight to D5. With a steady hand, our hero brings the bishop to G5, and right after that bat's pawn advances from C5 to C4.
our hero advances the king from F3 to E4; then bat sets the knight on C7, watching every square. Without hurry or fear, our hero places the knight on D4.
From the dark, Bat pushes the knight to E6, and our hero's knight takes F5, leaving D4 behind. Bat answers by moving the pawn from C4 to C3.
our hero claims the enemy pawn by landing on D3.
With dungeon cunning, Bat brings the pawn to D5. our hero captures the enemy pawn: the king leaps from D3 to C3.
Bat's king advances from D7 to C6. our hero gives check with the knight on E7.
Bat sets the king on D6, watching every square, and without hurry or fear, our hero places the bishop on E3. From the dark, Bat pushes the king to E5, while our hero's king takes D3, leaving C3 behind.
Bat answers by moving the knight from E6 to F8. our hero gives check with the knight on C6.
With dungeon cunning, Bat brings the king to D6. our hero claims the enemy pawn by landing on A5.
Bat's knight advances from F8 to D7. our hero advances the king from D3 to D4; then bat sets the king on E7, watching every square.
our hero gives check with the knight on C6.
From the dark, Bat pushes the king to E8. our hero captures the enemy pawn: the king leaps from D4 to D5.
Bat gives check with the knight on F6.
our hero slides the king across the board, from D5 to E6, and right after that with dungeon cunning, Bat brings the knight to H7. With a steady hand, our hero brings the bishop to H6; then bat's knight advances from H7 to F6.
our hero claims the enemy knight by landing on F6.
Bat sets the king on D7, watching every square. Check: our hero tightens the net by bringing the knight to E5.
From the dark, Bat pushes the king to E8, while our hero's king takes E6, leaving F6 behind. Bat answers by moving the king from E8 to D8.
From F7, our hero's knight forces Bat to defend.
With dungeon cunning, Bat brings the king to C8. With a steady hand, our hero brings the bishop to F4, and right after that bat's king advances from C8 to B7.
our hero advances the king from E6 to D6; then bat sets the king on A7, watching every square. Without hurry or fear, our hero places the knight on D8.
From the dark, Bat pushes the king to B8. Check: our hero tightens the net by bringing the king to D7.
Bat answers by moving the king from B8 to A7. our hero gives check with the bishop on E3.
With dungeon cunning, Bat brings the king to B8. With a steady hand, our hero brings the bishop to D4; then bat's king advances from B8 to A8.
our hero advances the king from D7 to C6, and right after that bat sets the king on B8, watching every square. our hero gives check with the bishop on E5.
From the dark, Bat pushes the king to A7. From D4, our hero's bishop forces Bat to defend.
Bat answers by moving the king from A7 to A6, and our hero slides the knight across the board, from D8 to B7.
The duel ends in a draw: our hero and Bat withdraw.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 5 min 17 s
- Moves
- 87
- How it ended
- stalemate
- Captures (hero / opponent)
- 10 / 1
- Material captured (hero / opponent)
- 16 / 1
- First capture
- move 0
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 (87 moves) lasted longer than 83% of the games on this floor.