Battle chronicle

our hero draws pieces against Bat. The dungeon watches in silence.

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

With a steady hand, our hero brings the pawn to C3, while bat's knight advances from B7 to A5. From C1 to H6, our hero's bishop swallows Bat's rook.

Bat sets the pawn on D4, watching every square; then without hurry or fear, our hero places the pawn on C4. From the dark, Bat pushes the pawn to D5.

From C4 to D5, our hero's pawn swallows Bat's pawn.

Bat answers by moving the king from E8 to D7; then our hero slides the knight across the board, from G1 to H3. With dungeon cunning, Bat brings the pawn to A6.

With a steady hand, our hero brings the knight to G5, and bat's king advances from D7 to D6. our hero advances the rook from A1 to D1, while bat sets the king on D7, watching every square.

From G5 to E4, our hero's knight swallows Bat's pawn.

From the dark, Bat pushes the king to C8; then our hero's bishop takes G7, leaving H6 behind. Bat answers by moving the pawn from B6 to B5.

From G7 to E5, our hero's bishop swallows Bat's pawn.

With dungeon cunning, Bat brings the pawn to C4. With a steady hand, our hero brings the knight to C5, while bat's king advances from C8 to D8.

From C5 to A6, our hero's knight swallows Bat's pawn.

Bat sets the king on C8, watching every square. A clean strike: our hero's bishop topples the pawn on D4.

From the dark, Bat pushes the pawn to B4, and right after that our hero's bishop takes B6, leaving D4 behind. Bat answers by moving the pawn from B4 to B3.

A clean strike: our hero's bishop topples the knight on A5.

With dungeon cunning, Bat brings the pawn to B2. With a steady hand, our hero brings the rook to B1, and bat's king advances from C8 to D7.

A clean strike: our hero's rook topples the pawn on B2.

Bat sets the king on E7, watching every square, and right after that without hurry or fear, our hero places the rook on A2. From the dark, Bat pushes the pawn to A3.

A clean strike: our hero's rook topples the pawn on A3.

Bat answers by moving the king from E7 to F7, and right after that our hero slides the rook across the board, from A3 to C3. With dungeon cunning, Bat brings the king to G8.

A clean strike: our hero's rook topples the pawn on C4.

Bat's king advances from G8 to H7. our hero advances the pawn from D5 to D6, and bat sets the king on H8, watching every square.

Without hurry or fear, our hero places the pawn on D7. From the dark, Bat pushes the king to G7. Promotion: on D8, our hero turns a pawn into a queen.

Bat answers by moving the king from G7 to H7; then our hero slides the bishop across the board, from A5 to C7. With dungeon cunning, Bat brings the king to H6.

With a steady hand, our hero brings the knight to C5, and bat's king advances from H6 to H7. our hero gives check with the rook on H4.

Bat sets the king on G7, watching every square. From E6, our hero's knight forces Bat to defend.

From the dark, Bat pushes the king to F7. Check: our hero tightens the net by bringing the rook to H7.

Bat advances to E6 and claims our knight.

our hero gives check with the rook on E7.

With dungeon cunning, Bat brings the king to F6. With a steady hand, our hero brings the pawn to H3, while bat's king advances from F6 to G6.

our hero advances the pawn from H3 to H4, and bat sets the king on H6, watching every square. Without hurry or fear, our hero places the pawn on F3.

From the dark, Bat pushes the king to H5. From H7, our hero's rook forces Bat to defend.

Bat answers by moving the king from H5 to G6; then our hero slides the rook across the board, from H7 to D7. With dungeon cunning, Bat brings the king to F5.

With a steady hand, our hero brings the pawn to H5, and bat's king advances from F5 to E6. our hero advances the pawn from H5 to H6, while bat sets the king on F5, watching every square.

Without hurry or fear, our hero places the pawn on H7. From the dark, Bat pushes the king to E6.

Promotion: on H8, our hero turns a pawn into a queen.

Bat answers by moving the king from E6 to F5. From H5, our hero's queen forces Bat to defend.

With dungeon cunning, Bat brings the king to E6. With a steady hand, our hero brings the pawn to F4.

The duel ends in a draw: our hero and Bat withdraw.

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 49 s
Moves
81
How it ended
stalemate
Captures (hero / opponent)
10 / 1
Material captured (hero / opponent)
16 / 3
First capture
move 1

Floor 4 statistics

Against Bat, heroes have won 48% of 639 finished games (305 wins, 90 losses, 244 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (81 moves) lasted longer than 78% of the games on this floor.

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