Battle chronicle

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

With an adventurer's precision, our hero takes the rival rook on G8.

Bat falls to our hero's mate. The legend grows.

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The battle, move by move

our hero's pawn takes H3, leaving H2 behind. Bat answers by moving the king from E8 to E7, while our hero slides the pawn across the board, from G2 to G3.

With dungeon cunning, Bat brings the pawn to A3. our hero captures the enemy pawn: the pawn leaps from B2 to A3.

Bat's rook advances from H6 to H8. our hero advances the pawn from H3 to H4, and right after that bat sets the rook on C8, watching every square.

Without hurry or fear, our hero places the pawn on G4. From the dark, Bat pushes the pawn to B5, while our hero's pawn takes H5, leaving H4 behind.

Bat answers by moving the rook from C8 to G8, and our hero slides the pawn across the board, from D2 to D3. With dungeon cunning, Bat brings the knight to D8.

With a steady hand, our hero brings the pawn to G5. Bat's pawn falls on D3 and tears the pawn from our hero.

our hero captures the enemy pawn: the pawn leaps from E2 to D3.

Bat sets the king on F8, watching every square, while without hurry or fear, our hero places the pawn on H6. From the dark, Bat pushes the knight to E6, and our hero's knight takes H3, leaving G1 behind.

Bat answers by moving the king from F8 to E8, while our hero slides the pawn across the board, from H6 to H7. With dungeon cunning, Bat brings the knight to F8.

our hero's pawn crowns on G8 and becomes a queen.

Bat's king advances from E8 to E7. our hero advances the rook from A1 to B1, and right after that bat sets the king on E8, watching every square.

Without hurry or fear, our hero places the pawn on F3. From the dark, Bat pushes the pawn to E4. our hero claims the enemy pawn by landing on E4.

Bat's pawn falls on E4 and tears the pawn from our hero.

our hero captures the enemy pawn: the pawn leaps from F3 to E4.

With dungeon cunning, Bat brings the pawn to D5. our hero claims the enemy pawn by landing on D5.

Bat's king advances from E8 to D7. our hero advances the bishop from C1 to E3; then bat sets the king on E7, watching every square.

Without hurry or fear, our hero places the knight on F4. From the dark, Bat pushes the king to E8. our hero captures the enemy pawn: the bishop leaps from E3 to C5.

Bat answers by moving the king from E8 to D7. our hero claims the enemy knight by landing on F8.

With dungeon cunning, Bat brings the pawn to A5. our hero captures the enemy pawn: the rook leaps from B1 to B5.

Bat's king advances from D7 to D8. our hero claims the enemy pawn by landing on A5.

Bat sets the king on C7, watching every square, and without hurry or fear, our hero places the rook on A6. From the dark, Bat pushes the king to B7, while our hero's rook takes A4, leaving A6 behind.

Bat answers by moving the king from B7 to C8, and our hero slides the rook across the board, from A4 to A7. With dungeon cunning, Bat brings the king to D8.

And it is checkmate: our hero ends the game on B4.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 38 s
Moves
55
How it ended
checkmate
Captures (hero / opponent)
10 / 2
Material captured (hero / opponent)
16 / 2
First capture
move 2

Floor 4 statistics

Against Bat, heroes have won 48% of 634 finished games (304 wins, 89 losses, 241 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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