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.
With dungeon cunning, Bat brings the knight to A5. With a steady hand, our hero brings the bishop to C1, and right after that bat's pawn advances from D5 to D4.
our hero advances the knight from G1 to E2; then bat sets the king on E7, watching every square. Without hurry or fear, our hero places the knight on G3.
From the dark, Bat pushes the pawn to D5. Check: our hero tightens the net by bringing the bishop to G5.
Bat answers by moving the king from E7 to F7, while our hero slides the pawn across the board, from H2 to H4. With dungeon cunning, Bat brings the pawn to A3.
With a steady hand, our hero brings the bishop to C1; then bat's pawn advances from D4 to D3. our hero claims the enemy pawn by landing on A3.
Bat sets the king on E6, watching every square, and without hurry or fear, our hero places the pawn on H5. From the dark, Bat pushes the pawn to B5.
our hero claims the enemy pawn by landing on C5.
Bat answers by moving the knight from A5 to C4. our hero captures the enemy pawn: the bishop leaps from C5 to A7.
With dungeon cunning, Bat brings the king to F6. With a steady hand, our hero brings the pawn to H6, and right after that bat's knight advances from C4 to B2.
our hero advances the pawn from H6 to H7; then bat sets the king on G7, watching every square. Check: our hero tightens the net by bringing the knight to F5.
Bat's king falls on H7 and tears the pawn from our hero.
our hero's knight takes E3, leaving F5 behind. Bat answers by moving the king from H7 to G8. our hero claims the enemy pawn by landing on D5.
With dungeon cunning, Bat brings the king to H7. With a steady hand, our hero brings the knight to C3; then bat's king advances from H7 to H6.
our hero claims the enemy pawn by landing on E4.
Bat sets the pawn on B4, watching every square, and without hurry or fear, our hero places the bishop on C5. From the dark, Bat pushes the pawn to B3, while our hero's knight takes D2, leaving E4 behind.
Bat answers by moving the king from H6 to H5. our hero captures the enemy pawn: the knight leaps from D2 to B3.
Check from Bat: the pawn plants itself on D2.
our hero claims the enemy pawn by landing on D2.
Bat gives check with the knight on D3.
our hero advances the king from E1 to E2. Bat's knight reaches F4 and threatens our hero's king.
Without hurry or fear, our hero places the king on F3. From the dark, Bat pushes the king to G5. From E4, our hero's knight forces Bat to defend.
Bat answers by moving the king from G5 to H5, while our hero slides the bishop across the board, from C5 to D6. With dungeon cunning, Bat brings the knight to G6.
our hero gives check with the pawn on G4.
Bat's king advances from H5 to H4. our hero advances the knight from E4 to G3, and right after that bat sets the king on H3, watching every square.
Without hurry or fear, our hero places the king on E4. From the dark, Bat pushes the king to G2, while our hero's king takes E3, leaving E4 behind.
Bat answers by moving the king from G2 to H3, and our hero slides the knight across the board, from G3 to E4. With dungeon cunning, Bat brings the king to H2.
With a steady hand, our hero brings the pawn to F3, and right after that bat's king advances from H2 to H3. our hero gives check with the knight on G5.
Bat sets the king on G3, watching every square, while without hurry or fear, our hero places the knight on F7. From the dark, Bat pushes the knight to F4.
our hero captures the enemy pawn: the knight leaps from F7 to E5.
Bat answers by moving the knight from F4 to E6. our hero gives check with the knight on F7.
With dungeon cunning, Bat brings the king to H3. With a steady hand, our hero brings the pawn to G5; then bat's knight advances from E6 to G7.
our hero advances the pawn from G5 to G6. Bat's knight reaches F5 and threatens our hero's king.
Without hurry or fear, our hero places the king on E4. From the dark, Bat pushes the knight to H4, while our hero's pawn takes G7, leaving G6 behind.
Bat's knight falls on F3 and tears the pawn from our hero.
our hero captures the enemy knight: the king leaps from E4 to F3.
With dungeon cunning, Bat brings the king to H4. our hero's pawn crowns on G8 and becomes a queen.
Bat's king advances from H4 to H5. Mate. our hero's queen on G5 leaves Bat with no escape.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 4 min 4 s
- Moves
- 85
- How it ended
- checkmate
- Captures (hero / opponent)
- 10 / 2
- Material captured (hero / opponent)
- 16 / 2
- First capture
- move 0
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 (85 moves) lasted longer than 82% of the games on this floor.