Battle chronicle
In the depths of Sewers, our hero faces Bat.
our hero's rook lands on H3 and defeats Bat's rook!
Checkmate! our hero topples Bat and claims victory.
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The battle, move by move
Without hurry or fear, our hero places the pawn on G3. From the dark, Bat pushes the rook to H3.
A clean strike: our hero's rook topples the rook on H3.
Bat answers by moving the pawn from B6 to B5, and right after that our hero slides the pawn across the board, from F2 to F4. our hero activates Backstab and silently removes a threat from Bat.
With dungeon cunning, Bat brings the king to E7. A clean strike: our hero's pawn topples the pawn on E5.
Bat advances to E5 and claims our pawn.
our hero advances the pawn from G3 to G4; then bat sets the knight on D6, watching every square. Without hurry or fear, our hero places the pawn on G5, and right after that from the dark, Bat pushes the pawn to D4.
our hero's pawn takes G6, leaving G5 behind; then bat answers by moving the pawn from E5 to E4. our hero slides the pawn across the board, from G6 to G7.
With dungeon cunning, Bat brings the pawn to C4. Promotion: on G8, our hero turns a pawn into a queen.
Bat's pawn advances from E4 to E3. A clean strike: our hero's pawn topples the pawn on E3.
Bat sets the pawn on A6, watching every square. From E3 to D4, our hero's pawn swallows Bat's pawn.
In that instant, Backstab: one of Bat's pieces vanishes without a trace.
From the dark, Bat pushes the knight to E4, and right after that our hero's pawn takes B4, leaving B2 behind. Bat answers by moving the pawn from A6 to A5.
From B4 to A5, our hero's pawn swallows Bat's pawn.
With dungeon cunning, Bat brings the knight to F2. A clean strike: our hero's king topples the knight on F2.
Bat's pawn advances from A4 to A3. From B1 to A3, our hero's knight swallows Bat's pawn.
Bat sets the king on F6, watching every square. A clean strike: our hero's knight topples the pawn on B5.
From the dark, Bat pushes the king to E7; then our hero's pawn takes A6, leaving A5 behind. Bat answers by moving the king from E7 to F6.
our hero slides the pawn across the board, from A6 to A7, and with dungeon cunning, Bat brings the king to F5. Promotion: on A8, our hero turns a pawn into a queen.
Bat's king advances from F5 to F6. And it is checkmate: our hero ends the game on F8.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 53 s
- Moves
- 39
- How it ended
- checkmate
- Captures (hero / opponent)
- 8 / 1
- Material captured (hero / opponent)
- 14 / 1
- First capture
- move 1
- Skills used
- 2
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 (39 moves) lasted longer than 19% of the games on this floor.