Battle chronicle

The duel begins: Alberto C. against Bat on floor 4.

Alberto C. answers with fury: the pawn leaps from G6 to H7 and captures the enemy rook.

In the end, Alberto C. delivers checkmate and Bat flees the board.

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The battle, move by move

Alberto C. advances the pawn from H2 to H3; then bat sets the rook on H5, watching every square. Without hurry or fear, Alberto C. places the pawn on G4.

From the dark, Bat pushes the rook to H7, and alberto C.'s pawn takes G5, leaving G4 behind. Bat answers by moving the king from E8 to E7, while alberto C. slides the pawn across the board, from G5 to G6.

With dungeon cunning, Bat brings the pawn to D4. Alberto C. captures the enemy rook: the pawn leaps from G6 to H7.

Bat's king advances from E7 to D7. Alberto C.'s pawn crowns on H8 and becomes a queen.

Bat sets the pawn on D3, watching every square, and without hurry or fear, Alberto C. places the pawn on E3. From the dark, Bat pushes the king to E7, while alberto C.'s pawn takes H4, leaving H3 behind.

Bat answers by moving the pawn from B6 to B5, and alberto C. slides the pawn across the board, from H4 to H5. With dungeon cunning, Bat brings the king to E6.

With a steady hand, Alberto C. brings the pawn to H6, and right after that bat's king advances from E6 to D5. Alberto C. advances the pawn from H6 to H7; then bat sets the pawn on B4, watching every square.

Without hurry or fear, Alberto C. places the queen on G7. From the dark, Bat pushes the knight to D8. Alberto C.'s pawn crowns on H8 and becomes a queen.

Bat answers by moving the king from D5 to C6. Alberto C. claims the enemy knight by landing on D8.

With dungeon cunning, Bat brings the pawn to A6. Alberto C. gives check with the queen on C7.

Bat's king advances from C6 to B5. Alberto C. claims the enemy pawn by landing on D6.

Bat gives check with the pawn on D2.

Alberto C. captures the enemy pawn: the bishop leaps from C1 to D2.

From the dark, Bat pushes the pawn to A5. Alberto C. claims the enemy pawn by landing on E5.

Bat answers by moving the king from B5 to A6. From D6, Alberto C.'s queen forces Bat to defend.

With dungeon cunning, Bat brings the king to A7. Check: Alberto C. tightens the net by bringing the queen to E7.

Bat's king advances from A7 to A8. And it is checkmate: Alberto C. ends the game on D8.