Battle chronicle
The duel begins: our hero against Bat on floor 4.
our hero's bishop lands on C1 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 slides the bishop across the board, from C1 to B2; then with dungeon cunning, Bat brings the knight to E3. With a steady hand, our hero brings the king to D2.
Check from Bat: the knight plants itself on F1.
our hero advances the king from D2 to E1; then bat sets the knight on E3, watching every square. Without hurry or fear, our hero places the king on D2.
Bat's knight reaches C4 and threatens our hero's king.
our hero's king takes C3, leaving D2 behind. Bat answers by moving the pawn from B6 to B5, while our hero slides the knight across the board, from G1 to H3.
With dungeon cunning, Bat brings the knight to D2. our hero captures the enemy knight: the king leaps from C3 to D2.
Bat's pawn advances from D6 to D5. our hero advances the knight from H3 to F2, and right after that bat sets the pawn on D4, watching every square.
our hero captures the enemy pawn: the knight leaps from F2 to E4.
From the dark, Bat pushes the pawn to B6. Check: our hero tightens the net by bringing the knight to F6.
Bat answers by moving the king from E8 to F8, and our hero slides the knight across the board, from F6 to D5. With dungeon cunning, Bat brings the king to E8.
our hero claims the enemy pawn by landing on B6.
Bat's pawn advances from H6 to H5. our hero advances the knight from B6 to D5; then bat sets the pawn on H4, watching every square.
our hero gives check with the knight on F6.
From the dark, Bat pushes the king to F8, and our hero's knight takes G4, leaving F6 behind. Bat answers by moving the pawn from H4 to H3, while our hero slides the king across the board, from D2 to E1.
With dungeon cunning, Bat brings the pawn to C4. With a steady hand, our hero brings the king to F2; then bat's pawn advances from C4 to C3.
our hero advances the bishop from B2 to A1, and right after that bat sets the king on E7, watching every square. Without hurry or fear, our hero places the king on G3.
From the dark, Bat pushes the pawn to H2. our hero claims the enemy pawn by landing on H2.
Bat answers by moving the king from E7 to D6, and our hero slides the king across the board, from H2 to G3. With dungeon cunning, Bat brings the king to D7.
With a steady hand, our hero brings the king to F3, and right after that bat's king advances from D7 to E6. our hero advances the king from F3 to E4; then bat sets the king on D6, watching every square.
our hero claims the enemy pawn by landing on E5.
From the dark, Bat pushes the pawn to B4. Check: our hero tightens the net by bringing the knight to C4.
Bat answers by moving the king from D6 to D7. our hero claims the enemy pawn by landing on D4.
With dungeon cunning, Bat brings the pawn to B3. our hero captures the enemy pawn: the pawn leaps from C2 to B3.
Bat's pawn advances from C3 to C2. our hero advances the bishop from A1 to B2. On C1, Bat promotes and gains a reinforcing rook.
our hero captures the enemy rook: the bishop leaps from B2 to C1.
From the dark, Bat pushes the king to C6. our hero claims the enemy pawn by landing on A4.
Bat answers by moving the king from C6 to B7, and our hero slides the pawn across the board, from E2 to E4. With dungeon cunning, Bat brings the king to A8.
With a steady hand, our hero brings the pawn to E5, and right after that bat's king advances from A8 to B7. our hero advances the pawn from E5 to E6; then bat sets the king on A6, watching every square.
Without hurry or fear, our hero places the pawn on E7. From the dark, Bat pushes the king to A7. our hero's pawn crowns on E8 and becomes a queen.
Bat answers by moving the king from A7 to A6. From B5, our hero's queen forces Bat to defend.
With dungeon cunning, Bat brings the king to A7. Check: our hero tightens the net by bringing the queen to B6.
Bat's king advances from A7 to A8. our hero advances the knight from C4 to D6.
Draw. The dungeon keeps the names of our hero and Bat.