Battle chronicle

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

Bat moves its king from G2 to G3 and topples our hero's queen!

Neither our hero nor Bat claims victory. A draw on the board.

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The battle, move by move

our hero slides the pawn across the board, from D2 to D3, while with dungeon cunning, Bat brings the king to E7. From D3 to E4, our hero's pawn swallows Bat's pawn.

Bat's knight advances from D5 to C7. our hero advances the pawn from B2 to B3, while bat sets the king on E8, watching every square.

From B3 to A4, our hero's pawn swallows Bat's pawn.

From the dark, Bat pushes the king to E7; then our hero's pawn takes G4, leaving G2 behind. Bat answers by moving the king from E7 to E6, and right after that our hero slides the pawn across the board, from H2 to H4.

With dungeon cunning, Bat brings the pawn to C4. With a steady hand, our hero brings the pawn to H5, while bat's knight advances from C7 to E8.

our hero advances the pawn from E2 to E3, and bat sets the knight on C7, watching every square. Without hurry or fear, our hero places the pawn on A5.

From the dark, Bat pushes the knight to A6. From A5 to B6, our hero's pawn swallows Bat's pawn.

Bat answers by moving the knight from A6 to B4; then our hero slides the pawn across the board, from G4 to G5. With dungeon cunning, Bat brings the knight to A2.

With a steady hand, our hero brings the bishop to D2, and bat's pawn advances from C4 to C3. A clean strike: our hero's pawn topples the pawn on H6.

Bat sets the king on F6, watching every square, and right after that without hurry or fear, our hero places the pawn on H7. From the dark, Bat pushes the king to G7.

our hero gives check with the pawn on H6.

Bat answers by moving the king from G7 to H8. From D2 to C3, our hero's bishop swallows Bat's pawn.

Bat moves the king from H8 to H7 and topples our hero's pawn.

With a steady hand, our hero brings the bishop to B4, while bat's pawn advances from D6 to D5. our hero advances the bishop from B4 to F8, and bat sets the knight on C3, watching every square.

Without hurry or fear, our hero places the king on D2. From the dark, Bat pushes the knight to A4, and right after that our hero's bishop takes D6, leaving F8 behind.

Bat moves the pawn from D5 to E4 and topples our hero's pawn.

A clean strike: our hero's bishop topples the pawn on E5.

Bat advances to B6 and claims our pawn.

With a steady hand, our hero brings the king to C3, and bat's king advances from H7 to G8. our hero advances the bishop from E5 to F6, while bat sets the knight on A8, watching every square.

Without hurry or fear, our hero places the king on D4. From the dark, Bat pushes the king to H7; then our hero's bishop takes G5, leaving F6 behind.

Bat answers by moving the knight from A8 to B6. From D4 to E4, our hero's king swallows Bat's pawn.

With dungeon cunning, Bat brings the knight to A4. With a steady hand, our hero brings the king to F5, while bat's pawn advances from B7 to B6.

our hero advances the king from F5 to F6, and bat sets the king on G8, watching every square. Without hurry or fear, our hero places the king on G6.

From the dark, Bat pushes the knight to C5. our hero gives check with the pawn on H7.

Bat answers by moving the king from G8 to H8; then our hero slides the bishop across the board, from G5 to E7. With dungeon cunning, Bat brings the knight to D7.

With a steady hand, our hero brings the pawn to E4, and bat's pawn advances from B6 to B5. our hero advances the king from G6 to F7.

Bat advances to H7 and claims our pawn.

Without hurry or fear, our hero places the king on E6. From the dark, Bat pushes the knight to B8; then our hero's king takes E5, leaving E6 behind.

Bat answers by moving the king from H7 to G7, and right after that our hero slides the bishop across the board, from E7 to D6. Check from Bat: the knight plants itself on C6.

With a steady hand, our hero brings the king to D5, while bat's knight advances from C6 to D8. our hero advances the king from D5 to C5.

From the shadows, Backstab. Bat loses a piece to our hero's blade.

Bat sets the king on G6, watching every square. Without hurry or fear, our hero places the pawn on E5, and right after that from the dark, Bat pushes the king to F5.

our hero's king takes D5, leaving C5 behind; then bat answers by moving the knight from D8 to C6. A clean strike: our hero's king topples the knight on C6.

With dungeon cunning, Bat brings the king to G6, and with a steady hand, our hero brings the pawn to E6. Bat's king advances from G6 to G7, while our hero advances the pawn from E6 to E7.

Bat sets the king on F7, watching every square. Without hurry or fear, our hero places the king on D7; 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. From E5, our hero's bishop forces Bat to defend.

With dungeon cunning, Bat brings the king to G5. Check: our hero tightens the net by bringing the queen to G8.

Bat's king advances from G5 to H6. our hero gives check with the bishop on F4.

Bat sets the king on H5, watching every square. From H7, our hero's queen forces Bat to defend.

From the dark, Bat pushes the king to G4. Check: our hero tightens the net by bringing the queen to G6.

Bat moves the king from G4 to F4 and topples our hero's bishop.

our hero gives check with the queen on F6.

With dungeon cunning, Bat brings the king to G3. From G5, our hero's queen forces Bat to defend.

Bat's king advances from G3 to H2. Check: our hero tightens the net by bringing the queen to H4.

Bat sets the king on G1, watching every square. our hero gives check with the queen on G5.

From the dark, Bat pushes the king to H2. From D2, our hero's queen forces Bat to defend.

Bat answers by moving the king from H2 to H3, and our hero slides the queen across the board, from D2 to F4. With dungeon cunning, Bat brings the king to G2.

our hero gives check with the queen on G3.

Bat advances to G3 and claims our queen.

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

Game details

Hero's colour
White
Time control
10+0
Actual duration
3 min 37 s
Moves
114
How it ended
draw
Captures (hero / opponent)
8 / 6
Material captured (hero / opponent)
10 / 16
First capture
move 1
Skills used
1

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 (114 moves) lasted longer than 95% of the games on this floor.

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