Battle chronicle

our hero draws pieces against Bat. The dungeon watches in silence.

our hero's king lands on D2 and defeats Bat's rook!

The duel ends in a draw: our hero and Bat withdraw.

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The battle, move by move

our hero advances the pawn from B2 to B3, while bat sets the rook on D4, watching every square. Without hurry or fear, our hero places the pawn on A4.

From the dark, Bat pushes the rook to D2. A clean strike: our hero's king topples the rook on D2.

Bat answers by moving the king from E8 to E7, and right after that our hero slides the pawn across the board, from C2 to C4. With dungeon cunning, Bat brings the king to F7.

A clean strike: our hero's pawn topples the knight on D5.

Bat's king advances from F7 to E7. our hero advances the pawn from B3 to B4, and bat sets the pawn on B5, watching every square.

A clean strike: our hero's pawn topples the pawn on B5.

From the dark, Bat pushes the king to E8, and right after that our hero's rook takes A7, leaving A1 behind. Check from Bat: the pawn plants itself on E3.

A clean strike: our hero's king topples the pawn on E3.

With dungeon cunning, Bat brings the king to D7. By taking the pawn on B7, our hero drives Bat into check.

Bat's king advances from D7 to D8. our hero advances the pawn from B5 to B6, while bat sets the king on C8, watching every square.

From C7, our hero's rook forces Bat to defend.

From the dark, Bat pushes the king to D8; then our hero's rook takes A7, leaving C7 behind. Bat advances to B4 and claims our pawn.

our hero slides the king across the board, from E3 to D2, and with dungeon cunning, Bat brings the pawn to B3. With a steady hand, our hero brings the king to C1, while bat's king advances from D8 to E8.

our hero advances the king from C1 to B2, and bat sets the pawn on H5, watching every square. A clean strike: our hero's king topples the pawn on B3.

From the dark, Bat pushes the king to F8, and right after that our hero's pawn takes B7, leaving B6 behind. Bat answers by moving the king from F8 to F7.

Promotion: on B8, our hero turns a pawn into a queen.

With dungeon cunning, Bat brings the king to F6. By taking the pawn on D6, our hero drives Bat into check.

Bat's king advances from F6 to F5. From E6, our hero's queen forces Bat to defend.

Bat sets the king on E4, watching every square, and right after that without hurry or fear, our hero places the pawn on D6. From the dark, Bat pushes the king to F4; then our hero's pawn takes D7, leaving D6 behind.

Bat answers by moving the pawn from H5 to H4. Promotion: on D8, our hero turns a pawn into a queen.

With dungeon cunning, Bat brings the pawn to E4. By taking the pawn on H4, our hero drives Bat into check.

Bat's king advances from F4 to E3. By taking the pawn on E4, our hero drives Bat into check.

Bat sets the king on D2, watching every square; then without hurry or fear, our hero places the rook on A1.

Draw. The dungeon keeps the names of our hero and Bat.

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 1 s
Moves
53
How it ended
stalemate
Captures (hero / opponent)
9 / 1
Material captured (hero / opponent)
15 / 1
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 (53 moves) lasted longer than 36% of the games on this floor.

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