Battle chronicle
The duel begins: Alberto C. against Bat on floor 4.
Alberto C. answers with fury: the king leaps from G1 to H2 and captures the enemy rook.
In the end, Alberto C. delivers checkmate and Bat flees the board.
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The battle, move by move
With a steady hand, Alberto C. brings the pawn to E3; then bat's pawn advances from A4 to A3. Alberto C. claims the enemy pawn by landing on A3.
Bat sets the knight on A5, watching every square, and without hurry or fear, Alberto C. places the bishop on B2. From the dark, Bat pushes the king to D8, while alberto C.'s knight takes E2, leaving G1 behind.
Bat answers by moving the king from D8 to C7, and alberto C. slides the knight across the board, from E2 to C3. With dungeon cunning, Bat brings the king to D7.
Alberto C. claims the enemy pawn by landing on D5.
Bat's pawn advances from B6 to B5. Alberto C. castles short, seeking shelter behind the pawns; then bat sets the king on E8, watching every square.
Without hurry or fear, Alberto C. places the pawn on G3. From the dark, Bat pushes the knight to C4, and alberto C.'s bishop takes C1, leaving B2 behind.
Bat answers by moving the knight from C4 to B2. Alberto C. claims the enemy knight by landing on B2.
With dungeon cunning, Bat brings the pawn to A5. Check: Alberto C. tightens the net by bringing the knight to C7.
Bat's king advances from E8 to E7. Alberto C. claims the enemy pawn by landing on B5.
Bat sets the rook on H8, watching every square, and without hurry or fear, Alberto C. places the pawn on C3. From the dark, Bat pushes the pawn to D5, while alberto C.'s knight takes C7, leaving B5 behind.
Bat answers by moving the pawn from D5 to D4. Alberto C. gives check with the knight on D5.
With dungeon cunning, Bat brings the king to E6. With a steady hand, Alberto C. brings the pawn to C4, and right after that bat's pawn advances from A5 to A4.
Check: Alberto C. tightens the net by bringing the knight to C7.
Bat sets the king on D7, watching every square, while without hurry or fear, Alberto C. places the knight on B5. From the dark, Bat pushes the rook to H6, and alberto C.'s rook takes D1, leaving A1 behind.
A cruel blow: Bat's rook captures Alberto C.'s pawn on H2.
Alberto C. claims the enemy rook by landing on H2.
With dungeon cunning, Bat brings the king to E7. With a steady hand, Alberto C. brings the knight to A7; then bat's king advances from E7 to F8.
Alberto C. advances the knight from A7 to C6, and right after that bat sets the king on G7, watching every square. Alberto C. captures the enemy pawn: the knight leaps from C6 to E5.
From the dark, Bat pushes the king to H7, while alberto C.'s knight takes D7, leaving E5 behind. Bat answers by moving the king from H7 to H8.
Alberto C. captures the enemy pawn: the knight leaps from D7 to C5.
With dungeon cunning, Bat brings the king to H7. Alberto C. claims the enemy pawn by landing on D4.
Bat's king advances from H7 to G8. Alberto C. advances the pawn from D4 to D5; then bat sets the pawn on E3, watching every square.
Alberto C. claims the enemy pawn by landing on E3.
From the dark, Bat pushes the king to H7, and alberto C.'s pawn takes D6, leaving D5 behind. Bat answers by moving the king from H7 to H6, while alberto C. slides the pawn across the board, from D6 to D7.
With dungeon cunning, Bat brings the king to H5. Alberto C.'s pawn crowns on D8 and becomes a queen.
Bat's king advances from H5 to G6. Alberto C. advances the queen from D8 to D5, and right after that bat sets the king on H6, watching every square.
Alberto C. gives check with the rook on F6.
From the dark, Bat pushes the king to G7. From F7, Alberto C.'s queen forces Bat to defend.
Bat answers by moving the king from G7 to H8. Alberto C. delivers the final mate from E6.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 1 min 49 s
- Moves
- 69
- How it ended
- checkmate
- Captures (hero / opponent)
- 9 / 1
- Material captured (hero / opponent)
- 15 / 1
- 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 (69 moves) lasted longer than 60% of the games on this floor.