Battle chronicle
The duel begins: our hero against Bat on floor 4.
our hero's bishop lands on H6 and defeats Bat's rook!
The duel ends in a draw: our hero and Bat withdraw.
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The battle, move by move
our hero captures the enemy rook: the bishop leaps from C1 to H6.
From the dark, Bat pushes the pawn to A6, while our hero's knight takes H3, leaving G1 behind. Bat answers by moving the pawn from B6 to B5, and our hero slides the knight across the board, from H3 to G5.
With dungeon cunning, Bat brings the king to D7. our hero claims the enemy pawn by landing on E4.
Bat's pawn advances from A4 to A3. our hero advances the knight from E4 to C3; then bat sets the king on E7, watching every square.
our hero captures the pawn on D5 and leaves Bat in check.
From the dark, Bat pushes the king to D7, and our hero's pawn takes C3, leaving C2 behind. Bat answers by moving the king from D7 to C6, while our hero slides the knight across the board, from D5 to E3.
With dungeon cunning, Bat brings the pawn to A5. With a steady hand, our hero brings the knight to C2; then bat's king advances from C6 to D5.
our hero claims the enemy pawn by landing on A3.
Bat sets the pawn on A4, watching every square. our hero captures the enemy pawn: the knight leaps from A3 to B5.
From the dark, Bat pushes the pawn to C4, while our hero's knight takes A3, leaving B5 behind. our hero activates Backstab and silently removes a threat from Bat.
Bat answers by moving the king from D5 to E4; then our hero slides the pawn across the board, from F2 to F4. With dungeon cunning, Bat brings the pawn to D5, and right after that with a steady hand, our hero brings the knight to C2.
Bat's king advances from E4 to D3; then our hero advances the knight from C2 to A3. A cruel blow: Bat's king captures our hero's pawn on C3.
Without hurry or fear, our hero places the bishop on G7, and from the dark, Bat pushes the king to B4. our hero's knight takes B1, leaving A3 behind, while bat answers by moving the pawn from E5 to E4.
our hero slides the knight across the board, from B1 to D2. With dungeon cunning, Bat brings the king to A5; then with a steady hand, our hero brings the knight to F1.
Bat's king advances from A5 to B6, and right after that our hero advances the knight from F1 to G3. Bat sets the king on C5, watching every square.
Without hurry or fear, our hero places the knight on F5, while from the dark, Bat pushes the knight to D6. our hero claims the enemy knight by landing on D6.
Bat's king falls on D6 and tears the knight from our hero.
our hero gives check with the bishop on F8.
With dungeon cunning, Bat brings the king to E6, and right after that with a steady hand, our hero brings the bishop to G7. Bat's king advances from E6 to D6; then our hero advances the bishop from G7 to F6.
Bat sets the pawn on E3, watching every square. Without hurry or fear, our hero places the king on E2, and from the dark, Bat pushes the king to D7.
our hero captures the enemy pawn: the king leaps from E2 to E3.
Bat answers by moving the king from D7 to E6, and right after that our hero slides the bishop across the board, from F6 to G7. With dungeon cunning, Bat brings the king to D6; then with a steady hand, our hero brings the pawn to F5.
Bat's pawn advances from C4 to C3, and right after that our hero advances the king from E3 to D3. our hero activates Backstab and silently removes a threat from Bat.
Bat sets the king on E7, watching every square, while without hurry or fear, our hero places the bishop on H8. From the dark, Bat pushes the king to F8, and our hero's bishop takes B2, leaving H8 behind.
Bat answers by moving the king from F8 to G8. our hero slides the pawn across the board, from F5 to F6, and right after that with dungeon cunning, Bat brings the king to F8.
With a steady hand, our hero brings the king to C3. Bat's pawn reaches D4 and threatens our hero's king.
our hero captures the enemy pawn: the king leaps from C3 to D4.
Bat sets the king on E8, watching every square, and without hurry or fear, our hero places the bishop on A3. From the dark, Bat pushes the king to F7, while our hero's king takes E3, leaving D4 behind.
A cruel blow: Bat's king captures our hero's pawn on F6.
Draw. The dungeon keeps the names of our hero and Bat.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 2 min 29 s
- Moves
- 74
- How it ended
- draw
- Captures (hero / opponent)
- 8 / 3
- Material captured (hero / opponent)
- 14 / 5
- First capture
- move 0
- Skills used
- 2
Floor 4 statistics
Against Bat, heroes have won 48% of 634 finished games (304 wins, 89 losses, 241 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.
This game (74 moves) lasted longer than 70% of the games on this floor.