Battle chronicle

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

our hero's king lands on H1 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 knight across the board, from G1 to H3. A cruel blow: Bat's rook captures our hero's knight on H3.

With a steady hand, our hero brings the bishop to G5, and right after that bat's knight advances from B7 to A5. our hero advances the bishop from G5 to E3.

Bat gives check with the rook on H1.

Without hurry or fear, our hero places the king on F2. From the dark, Bat pushes the king to D8. our hero captures the enemy pawn: the bishop leaps from E3 to C5.

Bat answers by moving the knight from A5 to C4. our hero captures the pawn on B6 and leaves Bat in check.

With dungeon cunning, Bat brings the king to D7. our hero captures the enemy pawn: the bishop leaps from B6 to A7.

Bat's rook reaches H2 and threatens our hero's king.

our hero advances the king from F2 to G1. Check from Bat: the rook plants itself on H1.

our hero captures the enemy rook: the king leaps from G1 to H1.

From the dark, Bat pushes the king to C8, while our hero's bishop takes F2, leaving A7 behind. Bat answers by moving the pawn from A4 to A3, and our hero slides the bishop across the board, from F2 to G3.

With dungeon cunning, Bat brings the pawn to A2. our hero claims the enemy pawn by landing on E5.

Bat's pawn advances from E4 to E3. our hero captures the enemy pawn: the bishop leaps from E5 to D6.

On A1, Bat promotes and gains a reinforcing rook.

Without hurry or fear, our hero places the king on H2. From the dark, Bat pushes the pawn to E2, and our hero's bishop takes E5, leaving D6 behind.

Bat answers by moving the rook from A1 to G1. our hero claims the enemy rook by landing on G1.

Bat's knight falls on E5 and tears the bishop from our hero.

With a steady hand, our hero brings the king to F2. Check from Bat: the knight plants itself on G4.

our hero claims the enemy pawn by landing on E2.

Bat sets the king on B8, watching every square, and without hurry or fear, our hero places the king on F3. Bat's knight reaches H2 and threatens our hero's king.

our hero's king takes F4, leaving F3 behind. Bat answers by moving the king from B8 to B7, and our hero slides the king across the board, from F4 to E5.

With dungeon cunning, Bat brings the king to C6. With a steady hand, our hero brings the king to F5, and right after that bat's king advances from C6 to C5.

our hero advances the king from F5 to E6; then bat sets the king on C6, watching every square. Without hurry or fear, our hero places the king on E5.

From the dark, Bat pushes the king to B7. our hero captures the enemy pawn: the king leaps from E5 to D5.

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

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 20 s
Moves
49
How it ended
draw
Captures (hero / opponent)
9 / 2
Material captured (hero / opponent)
17 / 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 (49 moves) lasted longer than 31% of the games on this floor.

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