Battle chronicle

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

With an adventurer's precision, Myriam C. takes the rival rook on A4.

Bat falls to Myriam C.'s mate. The legend grows.

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The battle, move by move

Myriam C. captures the enemy rook: the rook leaps from A1 to A4.

Bat answers by moving the pawn from H6 to H5. Myriam C. claims the enemy pawn by landing on E4.

With dungeon cunning, Bat brings the pawn to C4. Myriam C. captures the enemy pawn: the rook leaps from E4 to C4.

Bat's knight advances from D5 to F4. Myriam C. gives check with the rook on C8.

Bat sets the king on F7, watching every square, and without hurry or fear, Myriam C. places the rook on B8. From the dark, Bat pushes the king to E6.

Myriam C. claims the enemy pawn by landing on B7.

Bat's knight reaches D3 and threatens Myriam C.'s king.

Myriam C. captures the enemy knight: the pawn leaps from E2 to D3.

With dungeon cunning, Bat brings the king to F6. Myriam C. claims the enemy pawn by landing on B6.

Bat's king advances from F6 to E7. Check: Myriam C. tightens the net by bringing the bishop to G5.

Bat sets the king on D7, watching every square, while without hurry or fear, Myriam C. places the pawn on G4. From the dark, Bat pushes the pawn to E4.

Myriam C. captures the enemy pawn: the pawn leaps from D3 to E4.

Bat answers by moving the king from D7 to E8. Myriam C. claims the enemy pawn by landing on H5.

With dungeon cunning, Bat brings the king to D7. With a steady hand, Myriam C. brings the pawn to H6; then bat's king advances from D7 to C7.

Myriam C. advances the rook from B6 to B5, and right after that bat sets the king on C6, watching every square. Without hurry or fear, Myriam C. places the rook on F5.

From the dark, Bat pushes the king to B7, while myriam C.'s pawn takes H7, leaving H6 behind. Bat answers by moving the king from B7 to C8.

Myriam C.'s pawn crowns on H8 and becomes a queen.

With dungeon cunning, Bat brings the king to B7. With a steady hand, Myriam C. brings the rook to F6, and right after that bat's king advances from B7 to B6.

Myriam C. captures the pawn on D6 and leaves Bat in check.

Bat sets the king on A7, watching every square. From E3, Myriam C.'s bishop forces Bat to defend.

From the dark, Bat pushes the king to B7, and myriam C.'s pawn takes E5, leaving E4 behind. Bat answers by moving the king from B7 to C7, while myriam C. slides the pawn across the board, from E5 to E6.

With dungeon cunning, Bat brings the king to B7. With a steady hand, Myriam C. brings the pawn to E7; then bat's king advances from B7 to C7.

Myriam C.'s pawn crowns on E8 and becomes a queen.

Bat sets the king on B7, watching every square. And it is checkmate: Myriam C. ends the game on F7.