Battle chronicle

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

A cruel blow: Bat's queen captures our hero's queen on F5.

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

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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 king on D8, watching every square, while without hurry or fear, our hero places the bishop on G7. From the dark, Bat pushes the king to D7, and our hero's king takes E2, leaving E1 behind.

Bat answers by moving the knight from B7 to A5, while our hero slides the king across the board, from E2 to E3. Bat's knight reaches C4 and threatens our hero's king.

With a steady hand, our hero brings the king to E2; then bat's king advances from D7 to E6. our hero advances the knight from G1 to H3, and right after that bat sets the pawn on D4, watching every square.

Without hurry or fear, our hero places the bishop on H6. From the dark, Bat pushes the pawn to B5, while our hero's bishop takes C1, leaving H6 behind.

Bat answers by moving the knight from C4 to A5, and our hero slides the pawn across the board, from F2 to F3. With dungeon cunning, Bat brings the pawn to B4.

our hero claims the enemy pawn by landing on E4.

Bat's king advances from E6 to F6. our hero advances the king from E2 to F3; then bat sets the pawn on A6, watching every square.

Without hurry or fear, our hero places the pawn on G4. From the dark, Bat pushes the pawn to B3, and our hero's bishop takes B2, leaving C1 behind.

Bat answers by moving the king from F6 to F7, while our hero slides the pawn across the board, from G4 to G5. With dungeon cunning, Bat brings the knight to C4.

With a steady hand, our hero brings the bishop to A3; then bat's pawn advances from B3 to B2. our hero claims the enemy pawn by landing on B2.

Bat's knight falls on B2 and tears the bishop from our hero.

Without hurry or fear, our hero places the king on G4. From the dark, Bat pushes the pawn to D3, while our hero's knight takes F2, leaving H3 behind.

Bat answers by moving the pawn from D3 to D2, and our hero slides the king across the board, from G4 to F5. With dungeon cunning, Bat brings the pawn to A3.

our hero gives check with the pawn on G6.

Bat's king advances from F7 to E7. our hero advances the king from F5 to G5; then bat sets the pawn on D5, watching every square.

Without hurry or fear, our hero places the pawn on G7. From the dark, Bat pushes the king to F7, and our hero's king takes H6, leaving G5 behind.

Bat answers by moving the pawn from A3 to A2, while our hero slides the king across the board, from H6 to H7. On A1, Bat promotes and gains a reinforcing queen.

our hero's pawn crowns on G8 and becomes a queen.

Bat's king advances from F7 to E7. our hero claims the enemy pawn by landing on D5.

Check from Bat: the queen plants itself on B1.

Without hurry or fear, our hero places the king on G7. Bat gives check with the queen on G1.

our hero's king takes H8, leaving G7 behind. Bat answers by moving the queen from G1 to G5, and our hero slides the queen across the board, from G8 to B8.

Check from Bat: the queen plants itself on F6.

With a steady hand, our hero brings the king to H7, and right after that bat's queen advances from F6 to F4. our hero captures the enemy knight: the queen leaps from B8 to B2.

After toppling the pawn on H2, Bat threatens our hero's king.

Without hurry or fear, our hero places the king on G7. Check from Bat: the queen plants itself on G3.

our hero's king takes H6, leaving G7 behind. Bat gives check with the queen on G5.

our hero slides the king across the board, from H6 to H7. Bat's queen reaches H4 and threatens our hero's king.

With a steady hand, our hero brings the king to G6. A cruel blow: Bat's queen captures our hero's knight on F2.

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

Bat sets the king on F8, watching every square, and without hurry or fear, our hero places the pawn on D6. Bat's queen reaches G1 and threatens our hero's king.

our hero's king takes F6, leaving G6 behind. Check from Bat: the queen plants itself on F2.

our hero slides the king across the board, from F6 to G6. Bat gives check with the queen on G1.

With a steady hand, our hero brings the king to F6. Bat's queen reaches F1 and threatens our hero's king.

our hero advances the king from F6 to G6. Check from Bat: the queen plants itself on B1.

From F5, our hero's queen forces Bat to defend.

After toppling the queen on F5, Bat threatens our hero's king.

our hero captures the enemy queen: the king leaps from G6 to F5.

Bat answers by moving the king from F8 to G8, while our hero slides the pawn across the board, from D6 to D7. On D1, Bat promotes and gains a reinforcing rook.

our hero's pawn crowns on D8 and becomes a queen.

A cruel blow: Bat's rook captures our hero's queen on D8.

our hero advances the king from F5 to E6, and right after that bat sets the rook on B8, watching every square. Without hurry or fear, our hero places the king on D5.

From the dark, Bat pushes the rook to B2. our hero claims the enemy pawn by landing on C5.

Bat answers by moving the king from G8 to G7, and our hero slides the king across the board, from C5 to C4. With dungeon cunning, Bat brings the king to H6.

With a steady hand, our hero brings the king to C3, and right after that bat's rook advances from B2 to B5. our hero advances the king from C3 to C4; then bat sets the rook on B7, watching every square.

Without hurry or fear, our hero places the king on C5. From the dark, Bat pushes the pawn to A5, and our hero's king takes C6, leaving C5 behind.

Bat answers by moving the rook from B7 to B4, while our hero slides the king across the board, from C6 to C5. With dungeon cunning, Bat brings the rook to B3.

With a steady hand, our hero brings the king to C4; then bat's rook advances from B3 to A3. our hero advances the king from C4 to B5.

Check from Bat: the rook plants itself on B3.

our hero captures the enemy pawn: the king leaps from B5 to A5.

From the dark, Bat pushes the rook to B4. our hero claims the enemy rook by landing on B4.

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

Game details

Hero's colour
White
Time control
10+0
Actual duration
4 min 11 s
Moves
115
How it ended
draw
Captures (hero / opponent)
10 / 5
Material captured (hero / opponent)
28 / 25
First capture
move 0

Floor 4 statistics

Against Bat, heroes have won 48% of 638 finished games (305 wins, 90 losses, 243 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (115 moves) lasted longer than 95% of the games on this floor.

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