Battle chronicle

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

A cruel blow: Bat's king captures our hero's queen on G8.

Checkmate! our hero topples Bat and claims victory.

Loading…

The battle, move by move

With a steady hand, our hero brings the pawn to G4; then bat's rook advances from H6 to H1. our hero advances the king from E1 to F1, and right after that bat sets the pawn on A6, watching every square.

Without hurry or fear, our hero places the king on G2. After toppling the knight on G1, Bat threatens our hero's king.

our hero claims the enemy rook by landing on G1.

Bat answers by moving the knight from B7 to D8, and our hero slides the pawn across the board, from G4 to G5. With dungeon cunning, Bat brings the pawn to A3.

With a steady hand, our hero brings the pawn to G6, and right after that bat's knight advances from D8 to B7. our hero advances the pawn from G6 to G7; then bat sets the king on F7, watching every square.

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

Bat's king falls on G8 and tears the queen from our hero.

our hero's king takes G2, leaving G1 behind. Bat answers by moving the pawn from D5 to D4, while our hero slides the king across the board, from G2 to G3.

With dungeon cunning, Bat brings the pawn to C4. With a steady hand, our hero brings the king to G4; then bat's king advances from G8 to H7.

our hero advances the king from G4 to F5, and right after that bat sets the pawn on E3, watching every square. Without hurry or fear, our hero places the king on E6.

Bat's knight reaches C5 and threatens our hero's king.

our hero claims the enemy pawn by landing on D6.

Bat answers by moving the pawn from D4 to D3. our hero captures the enemy pawn: the king leaps from D6 to E5.

With dungeon cunning, Bat brings the pawn to B5. our hero claims the enemy pawn by landing on E3.

Bat's pawn advances from A6 to A5. our hero captures the enemy pawn: the pawn leaps from E2 to D3.

Bat sets the king on G6, watching every square. our hero claims the enemy pawn by landing on C4.

From the dark, Bat pushes the pawn to B4, and our hero's king takes D5, leaving E5 behind. Bat answers by moving the knight from C5 to B3, while our hero slides the king across the board, from D5 to C6.

With dungeon cunning, Bat brings the pawn to A4. With a steady hand, our hero brings the king to B5.

A cruel blow: Bat's knight captures our hero's bishop on C1.

our hero claims the enemy pawn by landing on A4.

Bat sets the king on F7, watching every square. our hero captures the enemy pawn: the king leaps from A4 to B4.

Check from Bat: the knight plants itself on D3.

our hero claims the enemy pawn by landing on A3.

Bat answers by moving the knight from D3 to B2. our hero captures the enemy knight: the king leaps from A3 to B2.

With dungeon cunning, Bat brings the king to F8. With a steady hand, our hero brings the pawn to A4, and right after that bat's king advances from F8 to F7.

our hero advances the pawn from A4 to A5; then bat sets the king on E8, watching every square. Without hurry or fear, our hero places the pawn on A6.

From the dark, Bat pushes the king to E7, and our hero's pawn takes A7, leaving A6 behind. Bat answers by moving the king from E7 to D7.

our hero's pawn crowns on A8 and becomes a queen.

With dungeon cunning, Bat brings the king to D6. With a steady hand, our hero brings the queen to C8; then bat's king advances from D6 to E5.

our hero advances the pawn from C4 to C5, and right after that bat sets the king on E4, watching every square. From E8, our hero's queen forces Bat to defend.

From the dark, Bat pushes the king to F5, while our hero's pawn takes C6, leaving C5 behind. Bat answers by moving the king from F5 to G4, and our hero slides the pawn across the board, from C6 to C7.

With dungeon cunning, Bat brings the king to G3. our hero's pawn crowns on C8 and becomes a queen.

Bat's king advances from G3 to F2. our hero advances the queen from C8 to D8; then bat sets the king on F1, watching every square.

our hero gives check with the queen on D1.

From the dark, Bat pushes the king to G2, and our hero's queen takes F8, leaving E8 behind. Bat answers by moving the king from G2 to H3, while our hero slides the queen across the board, from D1 to G1.

With dungeon cunning, Bat brings the king to H4. And it is checkmate: our hero ends the game on H8.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 34 s
Moves
81
How it ended
checkmate
Captures (hero / opponent)
10 / 3
Material captured (hero / opponent)
16 / 15
First capture
move 3

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

More from floor 4