Battle chronicle

In the depths of Sewers, our hero faces Bat.

our hero's queen lands on H4 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

From C1 to H6, our hero's bishop swallows Bat's pawn.

Bat's rook advances from A4 to A3. our hero advances the bishop from H6 to C1, while bat sets the rook on A2, watching every square.

Without hurry or fear, our hero places the bishop on B2. From the dark, Bat pushes the knight to C7; then our hero's bishop takes C1, leaving B2 behind.

Bat answers by moving the king from E8 to D8. our hero gives check with the bishop on G5.

With dungeon cunning, Bat brings the king to E8. With a steady hand, our hero brings the pawn to H4, while bat's rook advances from A2 to A4.

our hero advances the pawn from H4 to H5, and bat sets the pawn on E3, watching every square. A clean strike: our hero's pawn topples the pawn on E3.

From the dark, Bat pushes the rook to A7, and right after that our hero's pawn takes H6, leaving H5 behind. Bat answers by moving the king from E8 to D7; then our hero slides the bishop across the board, from G5 to F6.

With dungeon cunning, Bat brings the pawn to D5. From F6 to E5, our hero's bishop swallows Bat's pawn.

Bat's king advances from D7 to E8. A clean strike: our hero's bishop topples the knight on C7.

our hero activates Backstab and silently removes a threat from Bat.

Bat sets the rook on A3, watching every square. Without hurry or fear, our hero places the pawn on H7; then from the dark, Bat pushes the rook to A4.

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

Bat answers by moving the king from E8 to E7. From C7 to B6, our hero's bishop swallows Bat's pawn.

With dungeon cunning, Bat brings the rook to H4. By taking the rook on H4, our hero drives Bat into check.

Bat's king advances from E7 to E8. From B6 to C5, our hero's bishop swallows Bat's pawn.

Bat sets the king on F7, watching every square. From H5, our hero's queen forces Bat to defend.

From the dark, Bat pushes the king to F6. From H5 to D5, our hero's queen swallows Bat's pawn.

Bat answers by moving the king from F6 to G6, while our hero slides the pawn across the board, from E3 to E4. With dungeon cunning, Bat brings the king to H7, and with a steady hand, our hero brings the pawn to E5.

Bat's king advances from H7 to G6, while our hero advances the pawn from E5 to E6. Bat sets the king on H6, watching every square.

Without hurry or fear, our hero places the pawn on E7; then from the dark, Bat pushes the king to G7. Promotion: on E8, our hero turns a pawn into a queen.

Bat answers by moving the king from G7 to F6. Check: our hero tightens the net by bringing the queen to F3.

With dungeon cunning, Bat brings the king to G5. our hero gives check with the queen on E7.

Bat's king advances from G5 to H6. From H3, our hero's queen forces Bat to defend.

Bat sets the king on G6, watching every square. Without hurry or fear, our hero places the bishop on D4.

Draw. The dungeon keeps the names of our hero and Bat.

Game details

Hero's colour
White
Time control
10+0
Actual duration
3 min 51 s
Moves
55
How it ended
stalemate
Captures (hero / opponent)
8 / 0
Material captured (hero / opponent)
14 / 0
First capture
move 0
Skills used
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 (55 moves) lasted longer than 39% of the games on this floor.

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