Battle chronicle
The duel begins: our hero against Bat on floor 4.
our hero answers with fury: the bishop leaps from C1 to H6 and captures the enemy rook.
In the end, our hero delivers checkmate and Bat flees the board.
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The battle, move by move
our hero captures the enemy rook: the bishop leaps from C1 to H6.
Bat sets the knight on A5, watching every square, while without hurry or fear, our hero places the knight on E2. From the dark, Bat pushes the pawn to E3, and our hero's knight takes C3, leaving E2 behind.
Bat answers by moving the pawn from D5 to D4, while our hero slides the knight across the board, from C3 to E4. our hero activates Backstab and silently removes a threat from Bat.
With dungeon cunning, Bat brings the pawn to B5. our hero captures the pawn on D6 and leaves Bat in check.
Bat's king advances from E8 to E7, and right after that our hero advances the knight from D6 to E4. Bat sets the pawn on C4, watching every square.
Without hurry or fear, our hero places the bishop on G7, while from the dark, Bat pushes the knight to B7. our hero claims the enemy pawn by landing on E5.
Bat answers by moving the king from E7 to F7. our hero captures the enemy pawn: the bishop leaps from E5 to D4.
With dungeon cunning, Bat brings the king to G8. our hero claims the enemy pawn by landing on A7.
Bat's pawn advances from B5 to B4; then our hero advances the bishop from A7 to D4. Bat sets the king on F7, watching every square.
Without hurry or fear, our hero places the king on D1, and from the dark, Bat pushes the knight to D8. our hero's king takes C1, leaving D1 behind, while bat answers by moving the pawn from A4 to A3.
our hero slides the bishop across the board, from D4 to A1. With dungeon cunning, Bat brings the knight to B7; then with a steady hand, our hero brings the knight to D2.
Bat's knight advances from B7 to D6, and right after that our hero advances the king from C1 to C2. Bat sets the pawn on C3, watching every square.
Without hurry or fear, our hero places the knight on B3, while from the dark, Bat pushes the knight to B7. our hero's knight takes D4, leaving B3 behind, and bat answers by moving the knight from B7 to D6.
our hero slides the king across the board, from C2 to B3. With dungeon cunning, Bat brings the pawn to A2. our hero claims the enemy pawn by landing on B4.
Bat's knight advances from D6 to E4; then our hero advances the knight from D4 to E2. Bat sets the knight on D6, watching every square.
our hero claims the enemy pawn by landing on C3.
From the dark, Bat pushes the knight to E8. our hero's king takes B3, leaving B4 behind, while bat answers by moving the king from F7 to F8.
our hero claims the enemy pawn by landing on A2.
With dungeon cunning, Bat brings the knight to C7; then with a steady hand, our hero brings the knight to E2. Bat's knight advances from C7 to D5, and right after that our hero advances the knight from E2 to G1.
Bat sets the king on E7, watching every square. Without hurry or fear, our hero places the pawn on H3, while from the dark, Bat pushes the knight to F6.
our hero's king takes B2, leaving A2 behind, and bat answers by moving the king from E7 to E8. our hero slides the king across the board, from B2 to C2.
With dungeon cunning, Bat brings the knight to D5, and right after that with a steady hand, our hero brings the king to D2. Bat's knight advances from D5 to B6; then our hero advances the king from D2 to E3.
Bat gives check with the knight on C4.
Without hurry or fear, our hero places the king on F3. Bat's knight reaches E5 and threatens our hero's king.
our hero captures the enemy knight: the bishop leaps from A1 to E5.
Bat answers by moving the king from E8 to F7, and right after that our hero slides the bishop across the board, from E5 to F4. With dungeon cunning, Bat brings the king to G6; then with a steady hand, our hero brings the pawn to H4.
Bat's king advances from G6 to H5, and right after that our hero advances the king from F3 to G3. Bat sets the king on G6, watching every square.
Without hurry or fear, our hero places the knight on F3, while from the dark, Bat pushes the king to F7. our hero's pawn takes H5, leaving H4 behind, and bat answers by moving the king from F7 to G7.
our hero slides the king across the board, from G3 to G4. With dungeon cunning, Bat brings the king to F8, and right after that with a steady hand, our hero brings the pawn to H6.
Bat's king advances from F8 to E7; then our hero advances the king from G4 to F5. Bat sets the king on D8, watching every square.
Without hurry or fear, our hero places the pawn on H7, and 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 E7. Check: our hero tightens the net by bringing the queen to H7.
With dungeon cunning, Bat brings the king to F8. our hero gives check with the bishop on D6.
Bat's king advances from F8 to E8. Mate. our hero's queen on E7 leaves Bat with no escape.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 3 min 14 s
- Moves
- 91
- How it ended
- checkmate
- Captures (hero / opponent)
- 9 / 0
- Material captured (hero / opponent)
- 15 / 0
- First capture
- move 0
- Skills used
- 1
Floor 4 statistics
Against Bat, heroes have won 48% of 637 finished games (305 wins, 90 losses, 242 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.
This game (91 moves) lasted longer than 86% of the games on this floor.