Battle chronicle

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

our hero answers with fury: the knight leaps from D4 to C6 and captures the enemy queen.

In the end, our hero delivers checkmate and Bat flees the board.

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The battle, move by move

With a steady hand, our hero brings the pawn to C3; then bat's pawn advances from E4 to E3. our hero claims the enemy pawn by landing on E3.

Bat sets the king on D7, watching every square, and without hurry or fear, our hero places the pawn on A3. From the dark, Bat pushes the king to E6, while our hero's pawn takes E4, leaving E3 behind.

Bat answers by moving the rook from H6 to H4. our hero captures the pawn on D5 and leaves Bat in check.

With dungeon cunning, Bat brings the king to F6. With a steady hand, our hero brings the bishop to E3. Bat's rook falls on H2 and tears the pawn from our hero.

our hero advances the rook from A1 to D1; then bat sets the rook on B2, watching every square. Without hurry or fear, our hero places the knight on H3.

From the dark, Bat pushes the pawn to E4, and our hero's knight takes F4, leaving H3 behind. Bat answers by moving the knight from B7 to A5.

From H5, our hero's knight forces Bat to defend.

With dungeon cunning, Bat brings the king to E5. With a steady hand, our hero brings the knight to G7; then bat's pawn advances from B6 to B5.

our hero advances the knight from G7 to E8, and right after that bat sets the rook on C2, watching every square. Without hurry or fear, our hero places the knight on C7.

A cruel blow: Bat's rook captures our hero's pawn on C3.

our hero claims the enemy pawn by landing on B5.

After toppling the bishop on E3, Bat threatens our hero's king.

our hero slides the king across the board, from E1 to D2; then with dungeon cunning, Bat brings the pawn to C4. our hero claims the enemy rook by landing on E3.

Bat's knight advances from A5 to B3. our hero captures the enemy pawn: the knight leaps from B5 to A7.

Bat sets the knight on A1, watching every square. our hero claims the enemy knight by landing on A1.

From the dark, Bat pushes the king to F5, and our hero's knight takes C6, leaving A7 behind. Bat answers by moving the king from F5 to G5.

Check: our hero tightens the net by bringing the rook to G1.

With dungeon cunning, Bat brings the king to F6. With a steady hand, our hero brings the rook to G4; then bat's pawn advances from C4 to C3.

our hero claims the enemy pawn by landing on E4.

Bat sets the pawn on C2, watching every square. our hero captures the enemy pawn: the rook leaps from E4 to A4.

On C1, Bat promotes and gains a reinforcing queen.

our hero's king takes D3, leaving E3 behind. Bat answers by moving the king from F6 to G6, and our hero slides the rook across the board, from A4 to A7.

With dungeon cunning, Bat brings the king to H5. Check: our hero tightens the net by bringing the rook to H7.

Bat's king advances from H5 to G5. our hero advances the knight from C6 to D4.

After toppling the pawn on A3, Bat threatens our hero's king.

Without hurry or fear, our hero places the king on C4. Bat gives check with the queen on C5.

our hero's king takes D3, leaving C4 behind. Bat answers by moving the queen from C5 to C6. our hero claims the enemy queen by landing on C6.

With dungeon cunning, Bat brings the king to G6. With a steady hand, our hero brings the rook to D7; then bat's king advances from G6 to H6.

our hero captures the pawn on D6 and leaves Bat in check.

Bat sets the king on G5, watching every square, and without hurry or fear, our hero places the rook on E6. From the dark, Bat pushes the king to H5, while our hero's pawn takes D6, leaving D5 behind.

Bat answers by moving the king from H5 to G4, and our hero slides the pawn across the board, from D6 to D7. With dungeon cunning, Bat brings the king to F5.

With a steady hand, our hero brings the rook to E8, and right after that bat's king advances from F5 to G6. our hero's pawn crowns on D8 and becomes a queen.

Bat sets the king on H6, watching every square, while without hurry or fear, our hero places the queen on D5. From the dark, Bat pushes the king to H7, and our hero's rook takes E6, leaving E8 behind.

Bat answers by moving the king from H7 to H8, while our hero slides the queen across the board, from D5 to D7. With dungeon cunning, Bat brings the king to G8.

our hero delivers the final mate from E8.

Game details

Hero's colour
White
Time control
10+0
Actual duration
2 min 29 s
Moves
81
How it ended
checkmate
Captures (hero / opponent)
10 / 4
Material captured (hero / opponent)
24 / 6
First capture
move 1

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 (81 moves) lasted longer than 78% of the games on this floor.

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