Battle chronicle
The duel begins: our hero against Bat on floor 4.
our hero's king lands on G3 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
With a steady hand, our hero brings the pawn to D3. Bat's rook reaches H1 and threatens our hero's king.
our hero advances the king from E1 to D2. Check from Bat: the pawn plants itself on E3.
our hero captures the enemy pawn: the king leaps from D2 to E3.
From the dark, Bat pushes the knight to D8, while our hero's bishop takes D2, leaving C1 behind. Bat's rook reaches H3 and threatens our hero's king.
our hero slides the king across the board, from E3 to F2. Check from Bat: the rook plants itself on H2.
With a steady hand, our hero brings the king to G1, and right after that bat's rook advances from H2 to H8. our hero advances the bishop from D2 to G5; then bat sets the pawn on A3, watching every square.
our hero claims the enemy pawn by landing on A3.
From the dark, Bat pushes the rook to G8, and our hero's king takes G2, leaving G1 behind. Bat answers by moving the king from E8 to F8, while our hero slides the king across the board, from G2 to F2.
With dungeon cunning, Bat brings the king to G7. our hero captures the enemy knight: the bishop leaps from G5 to D8.
Bat's king advances from G7 to F7. our hero claims the enemy pawn by landing on B6.
Bat sets the king on E7, watching every square. our hero captures the enemy pawn: the bishop leaps from B6 to C5.
From the dark, Bat pushes the pawn to A6. our hero captures the pawn on D6 and leaves Bat in check.
Bat answers by moving the king from E7 to E6. our hero captures the enemy pawn: the bishop leaps from D6 to E5.
With dungeon cunning, Bat brings the rook to G6. With a steady hand, our hero brings the bishop to D4, and right after that bat's king advances from E6 to D7.
our hero advances the pawn from E2 to E4; then bat sets the king on D6, watching every square. our hero claims the enemy pawn by landing on D5.
From the dark, Bat pushes the rook to G5, and our hero's bishop takes E3, leaving D4 behind. Bat answers by moving the rook from G5 to G3.
our hero claims the enemy rook by landing on G3.
Bat's king falls on D5 and tears the pawn from our hero.
With a steady hand, our hero brings the pawn to D4; then bat's king advances from D5 to C4. our hero advances the pawn from D4 to D5.
Bat's king falls on D5 and tears the pawn from our hero.
Without hurry or fear, our hero places the pawn on A4. From the dark, Bat pushes the pawn to A5, while our hero's bishop takes B6, leaving E3 behind.
Bat answers by moving the king from D5 to C4. our hero captures the enemy pawn: the bishop leaps from B6 to A5.
With dungeon cunning, Bat brings the king to D5. With a steady hand, our hero brings the bishop to B6, and right after that bat's king advances from D5 to E5.
our hero advances the pawn from A4 to A5; then bat sets the king on E4, watching every square. Without hurry or fear, our hero places the pawn on A6.
From the dark, Bat pushes the king to F5, and our hero's pawn takes A7, leaving A6 behind. Bat answers by moving the king from F5 to G5.
our hero's pawn crowns on A8 and becomes a queen.
With dungeon cunning, Bat brings the king to H6. With a steady hand, our hero brings the queen to F3; then bat's king advances from H6 to G7.
our hero advances the bishop from B6 to C5, and right after that bat sets the king on G6, watching every square. Without hurry or fear, our hero places the queen on F8.
From the dark, Bat pushes the king to G5. Check: our hero tightens the net by bringing the bishop to E3.
Bat answers by moving the king from G5 to H5, and our hero slides the queen across the board, from F8 to G7.
Draw. The dungeon keeps the names of our hero and Bat.