Battle chronicle

The duel begins: our hero against Bat on floor 4.

our hero's pawn lands on H4 and defeats Bat's rook!

Checkmate! our hero topples Bat and claims victory.

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The battle, move by move

Without hurry or fear, our hero places the pawn on B3. From the dark, Bat pushes the rook to H3. our hero claims the enemy pawn by landing on A4.

Bat answers by moving the rook from H3 to H4, and our hero slides the pawn across the board, from G2 to G3. With dungeon cunning, Bat brings the king to D8.

our hero claims the enemy rook by landing on H4.

Bat's king advances from D8 to E8. our hero advances the pawn from F2 to F3; then bat sets the pawn on A6, watching every square.

our hero claims the enemy pawn by landing on E4.

From the dark, Bat pushes the king to F7. our hero captures the enemy pawn: the pawn leaps from E4 to D5.

Bat answers by moving the king from F7 to G8, while our hero slides the rook across the board, from A1 to B1. With dungeon cunning, Bat brings the pawn to B5.

our hero captures the enemy pawn: the rook leaps from B1 to B5.

Bat's king advances from G8 to F7. our hero captures the knight on B7 and leaves Bat in check.

Bat sets the king on F6, watching every square, and without hurry or fear, our hero places the rook on B6. From the dark, Bat pushes the king to G6.

our hero claims the enemy pawn by landing on A6.

Bat answers by moving the king from G6 to F6. our hero captures the pawn on D6 and leaves Bat in check.

With dungeon cunning, Bat brings the king to F5. With a steady hand, our hero brings the rook to C6. In that instant, Backstab: one of Bat's pieces vanishes without a trace.

Bat's king advances from F5 to G4; then our hero advances the rook from C6 to E6. Bat sets the king on F5, watching every square.

our hero captures the pawn on E5 and leaves Bat in check.

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

our hero gives check with the knight on F3.

A cruel blow: Bat's king captures our hero's pawn on D5.

our hero slides the knight across the board, from F3 to G5. With dungeon cunning, Bat brings the king to C6; then with a steady hand, our hero brings the pawn to H5.

Bat's king advances from C6 to B7, and right after that our hero advances the pawn from H5 to H6. Bat sets the king on C8, watching every square.

Without hurry or fear, our hero places the pawn on H7, while from the dark, Bat pushes the king to D7. our hero's pawn crowns on H8 and becomes a queen.

Bat answers by moving the king from D7 to C6; then our hero slides the pawn across the board, from A4 to A5. With dungeon cunning, Bat brings the king to B5, and right after that with a steady hand, our hero brings the queen to A8.

Bat's king advances from B5 to B4; then our hero advances the pawn from A5 to A6. Bat sets the king on C4, watching every square.

Without hurry or fear, our hero places the queen on B8, and from the dark, Bat pushes the king to D5. our hero's pawn takes A7, leaving A6 behind, while bat answers by moving the king from D5 to C4.

our hero's pawn crowns on A8 and becomes a queen.

With dungeon cunning, Bat brings the king to D4. our hero gives check with the queen on A4.

Bat's king advances from D4 to D5. From B5, our hero's queen forces Bat to defend.

Bat sets the king on D6, watching every square. Check: our hero tightens the net by bringing the queen to A6.

From the dark, Bat pushes the king to C7. our hero gives check with the queen on B7.

Bat answers by moving the king from C7 to D8. Mate. our hero's queen on A8 leaves Bat with no escape.

Game details

Hero's colour
White
Time control
10+0
Actual duration
57 s
Moves
65
How it ended
checkmate
Captures (hero / opponent)
9 / 2
Material captured (hero / opponent)
15 / 6
First capture
move 1
Skills used
1

Floor 4 statistics

Against Bat, heroes have won 48% of 643 finished games (307 wins, 90 losses, 246 draws). Average length: 62 moves. Average game time: 2 min 33 s. Most common ending: checkmate.

This game (65 moves) lasted longer than 54% of the games on this floor.

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