Battle chronicle

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

our hero answers with fury: the knight leaps from C3 to A2 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

Without hurry or fear, our hero places the king on D1. From the dark, Bat pushes the pawn to E3. our hero claims the enemy pawn by landing on E3.

Bat answers by moving the rook from A4 to A2, and our hero slides the pawn across the board, from E3 to E4. With dungeon cunning, Bat brings the knight to C7.

With a steady hand, our hero brings the knight to E2, and right after that bat's pawn advances from C5 to C4. our hero advances the knight from E2 to C3; then bat sets the king on D7, watching every square.

our hero claims the enemy rook by landing on A2.

From the dark, Bat pushes the pawn to B5, and our hero's knight takes B4, leaving A2 behind. Bat answers by moving the knight from C7 to A6, while our hero slides the knight across the board, from B4 to D5.

With dungeon cunning, Bat brings the pawn to H5. our hero gives check with the knight on F6.

Bat's king advances from D7 to C6. our hero claims the enemy pawn by landing on H5.

Bat sets the king on D7, watching every square, and without hurry or fear, our hero places the pawn on G4. From the dark, Bat pushes the king to E7, while our hero's pawn takes G5, leaving G4 behind.

Bat answers by moving the king from E7 to F8, and our hero slides the knight across the board, from H5 to F6. With dungeon cunning, Bat brings the knight to C5.

With a steady hand, our hero brings the bishop to E3, and right after that bat's pawn advances from B5 to B4. our hero captures the enemy knight: the bishop leaps from E3 to C5.

Bat sets the pawn on B3, watching every square. our hero claims the enemy pawn by landing on B3.

From the dark, Bat pushes the pawn to B6. our hero captures the pawn on D6 and leaves Bat in check.

Bat answers by moving the king from F8 to F7, while our hero slides the knight across the board, from F6 to D7. With dungeon cunning, Bat brings the pawn to B5.

our hero captures the pawn on E5 and leaves Bat in check.

Bat's king advances from F7 to G8. our hero claims the enemy pawn by landing on C4.

Bat sets the king on H8, watching every square. our hero captures the enemy pawn: the pawn leaps from C4 to B5.

From the dark, Bat pushes the king to G8, while our hero's pawn takes B6, leaving B5 behind. Bat answers by moving the king from G8 to G7, and our hero slides the pawn across the board, from B6 to B7.

With dungeon cunning, Bat brings the king to G8. our hero's pawn crowns on B8 and becomes a queen.

Bat's king advances from G8 to H7. From C7, our hero's queen forces Bat to defend.

Bat sets the king on H8, watching every square. Check: our hero tightens the net by bringing the knight to G6.

From the dark, Bat pushes the king to G8, and our hero's knight takes H4, leaving G6 behind. Bat answers by moving the king from G8 to H8.

From E5, our hero's bishop forces Bat to defend.

With dungeon cunning, Bat brings the king to G8. With a steady hand, our hero brings the knight to F5; then bat's king advances from G8 to F8.

our hero gives check with the queen on E7.

Bat sets the king on G8, watching every square. Mate. our hero's queen on G7 leaves Bat with no escape.

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 48 s
Moves
61
How it ended
checkmate
Captures (hero / opponent)
9 / 0
Material captured (hero / opponent)
15 / 0
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 (61 moves) lasted longer than 48% of the games on this floor.

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