Battle chronicle
our hero draws pieces against Bat. The dungeon watches in silence.
our hero answers with fury: the knight leaps from C6 to E5 and captures the enemy pawn.
Checkmate. Bat defeats our hero on this floor.
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The battle, move by move
A clean strike: our hero's bishop topples the pawn on H6.
From the dark, Bat pushes the pawn to A3, and right after that our hero's pawn takes E3, leaving E2 behind. Bat answers by moving the knight from D5 to E7; then our hero slides the knight across the board, from G1 to E2.
With dungeon cunning, Bat brings the pawn to B5. With a steady hand, our hero brings the knight to C3, and bat's pawn advances from B5 to B4.
A clean strike: our hero's knight topples the pawn on E4.
Bat sets the pawn on B5, watching every square. By taking the pawn on D6, our hero drives Bat into check.
From the dark, Bat pushes the king to D7. A clean strike: our hero's knight topples the pawn on B5.
Bat answers by moving the king from D7 to C8. Check: our hero tightens the net by bringing the knight to A7.
With dungeon cunning, Bat brings the king to D8. With a steady hand, our hero brings the bishop to G5, while bat's pawn advances from A3 to A2.
From C6, our hero's knight forces Bat to defend.
Bat sets the king on C7, watching every square. A clean strike: our hero's knight topples the pawn on E5.
Bat's pawn crowns on A1 and a hostile queen is born.
our hero's king takes D2, leaving E1 behind. Bat answers by moving the knight from E7 to D5; then our hero slides the knight across the board, from E5 to C4.
Bat gives check with the queen on C3.
With a steady hand, our hero brings the king to C1, and bat's queen advances from C3 to H8. our hero gives check with the bishop on F4.
Bat sets the king on C6, watching every square. From E5, our hero's knight forces Bat to defend.
From the dark, Bat pushes the king to B5; then our hero's knight takes D3, leaving E5 behind. Bat's queen reaches H1 and threatens our hero's king.
our hero slides the king across the board, from C1 to B2, and with dungeon cunning, Bat brings the knight to C3. With a steady hand, our hero brings the bishop to E5.
Checkmate: Bat finishes our hero on B1.