Battle chronicle

A new legend is written: our hero challenges Bat on floor 4.

our hero's king lands on D3 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

Without hurry or fear, our hero places the pawn on F3. From the dark, Bat pushes the knight to D8, and our hero's pawn takes D3, leaving D2 behind.

A cruel blow: Bat's rook captures our hero's pawn on H2.

our hero claims the enemy pawn by landing on E4.

Bat's rook falls on G2 and tears the pawn from our hero.

our hero captures the enemy pawn: the pawn leaps from E4 to D5.

After toppling the knight on G1, Bat threatens our hero's king.

our hero advances the king from E1 to D2, and right after that bat sets the rook on G7, watching every square. Without hurry or fear, our hero places the pawn on D4.

From the dark, Bat pushes the rook to G3. our hero claims the enemy pawn by landing on E5.

Bat's pawn falls on E5 and tears the pawn from our hero.

our hero slides the pawn across the board, from D5 to D6. Check from Bat: the rook plants itself on D3.

our hero claims the enemy rook by landing on D3.

Bat's knight advances from D8 to E6. our hero advances the king from D3 to E4; then bat sets the knight on F4, watching every square.

our hero claims the enemy pawn by landing on E5.

Check from Bat: the knight plants itself on G6.

our hero's king takes E6, leaving E5 behind. Bat gives check with the knight on F8.

our hero slides the king across the board, from E6 to F6, and right after that with dungeon cunning, Bat brings the king to D7. With a steady hand, our hero brings the king to E5; then bat's king advances from D7 to C6.

our hero advances the pawn from C2 to C4. Bat gives check with the knight on D7.

Without hurry or fear, our hero places the king on E6. Bat's knight reaches F8 and threatens our hero's king.

our hero's king takes E7, leaving E6 behind. Bat answers by moving the knight from F8 to D7, and our hero slides the bishop across the board, from C1 to F4.

With dungeon cunning, Bat brings the pawn to A6. With a steady hand, our hero brings the pawn to A3, and right after that bat's knight advances from D7 to B8.

our hero advances the pawn from D6 to D7. A cruel blow: Bat's knight captures our hero's pawn on D7.

Without hurry or fear, our hero places the king on E8. From the dark, Bat pushes the knight to E5. our hero captures the enemy knight: the bishop leaps from F4 to E5.

Bat answers by moving the king from C6 to B7, while our hero slides the bishop across the board, from E5 to C7. Bat's king falls on C7 and tears the bishop from our hero.

With a steady hand, our hero brings the king to F7; then bat's king advances from C7 to D7. our hero advances the king from F7 to F8, and right after that bat sets the king on C6, watching every square.

Without hurry or fear, our hero places the king on F7. From the dark, Bat pushes the king to D7, while our hero's king takes F6, leaving F7 behind.

Bat answers by moving the king from D7 to C7, and our hero slides the king across the board, from F6 to E5. With dungeon cunning, Bat brings the pawn to B5.

With a steady hand, our hero brings the king to D5, and right after that bat's king advances from C7 to B6. our hero advances the king from D5 to E4; then bat sets the king on B7, watching every square.

Without hurry or fear, our hero places the king on D5. From the dark, Bat pushes the pawn to B4. our hero captures the enemy pawn: the king leaps from D5 to C5.

A cruel blow: Bat's pawn captures our hero's pawn on A3.

our hero slides the king across the board, from C5 to B4, and right after that with dungeon cunning, Bat brings the king to C6. our hero captures the enemy pawn: the king leaps from B4 to A3.

Bat's king advances from C6 to B6. our hero claims the enemy pawn by landing on A4.

Bat sets the king on A7, watching every square, and without hurry or fear, our hero places the pawn on C5. From the dark, Bat pushes the king to B8, while our hero's king takes B4, leaving A4 behind.

Bat's pawn reaches A5 and threatens our hero's king.

our hero captures the enemy pawn: the king leaps from B4 to A5.

With dungeon cunning, Bat brings the king to A7. With a steady hand, our hero brings the pawn to C6, and right after that bat's king advances from A7 to A8.

our hero advances the king from A5 to B5; then bat sets the king on A7, watching every square. Without hurry or fear, our hero places the pawn on C7.

From the dark, Bat pushes the king to B7, and our hero's king takes C5, leaving B5 behind. A cruel blow: Bat's king captures our hero's pawn on C7.

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 0 s
Moves
84
How it ended
draw
Captures (hero / opponent)
10 / 8
Material captured (hero / opponent)
16 / 12
First capture
move 2

Floor 4 statistics

Against Bat, heroes have won 48% of 638 finished games (305 wins, 90 losses, 243 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (84 moves) lasted longer than 82% of the games on this floor.

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