Battle chronicle

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

our hero's rook lands on A4 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

our hero captures the enemy rook: the rook leaps from A1 to A4.

Bat answers by moving the pawn from B6 to B5, while our hero slides the rook across the board, from A4 to A2. With dungeon cunning, Bat brings the knight to F4.

With a steady hand, our hero brings the pawn to E3; then bat's pawn advances from C5 to C4. our hero claims the enemy knight by landing on F4.

Bat sets the king on E7, watching every square, and without hurry or fear, our hero places the rook on C2. From the dark, Bat pushes the pawn to E3, while our hero's rook takes E2, leaving C2 behind.

Bat's pawn falls on F4 and tears the pawn from our hero.

our hero captures the pawn on E3 and leaves Bat in check.

With dungeon cunning, Bat brings the king to F8. With a steady hand, our hero brings the rook to E2, and right after that bat's king advances from F8 to G7.

our hero advances the pawn from G2 to G4; then bat sets the pawn on H5, watching every square. Without hurry or fear, our hero places the rook on H2.

From the dark, Bat pushes the pawn to D5. our hero captures the enemy pawn: the rook leaps from H2 to H5.

Bat answers by moving the king from G7 to F7. our hero claims the enemy pawn by landing on D5.

With dungeon cunning, Bat brings the pawn to F3. our hero captures the enemy pawn: the rook leaps from D5 to B5.

Bat's pawn reaches F2 and threatens our hero's king.

our hero claims the enemy pawn by landing on F2.

Bat sets the pawn on B6, watching every square, and without hurry or fear, our hero places the rook on B3. A cruel blow: Bat's pawn captures our hero's rook on B3.

our hero's knight takes E2, leaving G1 behind. Bat answers by moving the king from F7 to E8, and our hero slides the knight across the board, from E2 to D4.

With dungeon cunning, Bat brings the king to F7. our hero claims the enemy pawn by landing on B3.

Bat's pawn advances from B6 to B5. our hero advances the knight from B3 to A5; then bat sets the king on G6, watching every square.

Without hurry or fear, our hero places the knight on B7. From the dark, Bat pushes the king to G7, and our hero's knight takes D6, leaving B7 behind.

Bat answers by moving the king from G7 to G6. our hero claims the enemy pawn by landing on B5.

With dungeon cunning, Bat brings the king to F6. our hero gives check with the bishop on B2.

Bat's king advances from F6 to G5. our hero advances the king from F2 to F3, and right after that bat sets the king on G6, watching every square.

Without hurry or fear, our hero places the pawn on G5. A cruel blow: Bat's king captures our hero's pawn on G5.

our hero's knight takes D6, leaving B5 behind. Bat answers by moving the king from G5 to H5, and our hero slides the bishop across the board, from B2 to D4.

With dungeon cunning, Bat brings the king to G6. With a steady hand, our hero brings the knight to E8, and right after that bat's king advances from G6 to H6.

our hero advances the knight from E8 to F6; then bat sets the king on G5, watching every square. From E4, our hero's knight forces Bat to defend.

From the dark, Bat pushes the king to H4. Check: our hero tightens the net by bringing the bishop to F6.

Bat answers by moving the king from H4 to H3. our hero gives check with the knight on F2.

With dungeon cunning, Bat brings the king to H2. From G4, our hero's knight forces Bat to defend.

Bat's king advances from H2 to H3. Check: our hero tightens the net by bringing the knight to F2.

Bat sets the king on H2, watching every square. our hero gives check with the knight on G4.

From the dark, Bat pushes the king to G1. From D4, our hero's bishop forces Bat to defend.

Bat answers by moving the king from G1 to H1. Check: our hero tightens the net by bringing the knight to F2.

With dungeon cunning, Bat brings the king to G1. our hero gives check with the knight on G4.

Bat's king advances from G1 to F1. our hero advances the bishop from D4 to C3; then bat sets the king on G1, watching every square.

Without hurry or fear, our hero places the knight on E3. From the dark, Bat pushes the king to H1, and our hero's knight takes F1, leaving E3 behind.

Bat answers by moving the king from H1 to G1, while our hero slides the knight across the board, from F1 to E3. With dungeon cunning, Bat brings the king to H1.

With a steady hand, our hero brings the knight to G4; then bat's king advances from H1 to G1. our hero gives check with the bishop on D4.

Draw. The dungeon keeps the names of our hero and Bat.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 53 s
Moves
87
How it ended
draw
Captures (hero / opponent)
9 / 3
Material captured (hero / opponent)
15 / 7
First capture
move 0

Floor 4 statistics

Against Bat, heroes have won 48% of 638 finished games (305 wins, 90 losses, 243 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (87 moves) lasted longer than 83% of the games on this floor.

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