Battle chronicle

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

A cruel blow: Bat's king captures our hero's queen on D8.

The duel ends in a draw: our hero and Bat withdraw.

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The battle, move by move

our hero's pawn takes D4, leaving D2 behind. Bat answers by moving the rook from H6 to H7. our hero claims the enemy pawn by landing on E5.

With dungeon cunning, Bat brings the knight to D8. our hero captures the enemy pawn: the pawn leaps from E5 to D6.

Bat gives check with the rook on H1.

our hero advances the king from E1 to D2, and right after that bat sets the knight on C6, watching every square. Without hurry or fear, our hero places the pawn on B3.

A cruel blow: Bat's pawn captures our hero's pawn on B3.

our hero's pawn takes F3, leaving F2 behind. Bat answers by moving the pawn from B6 to B5. our hero captures the enemy pawn: the pawn leaps from F3 to E4.

With dungeon cunning, Bat brings the pawn to D4. With a steady hand, our hero brings the pawn to E5, and right after that bat's rook advances from H1 to H2.

our hero advances the pawn from E5 to E6; then bat sets the knight on A5, watching every square. Check: our hero tightens the net by bringing the pawn to D7.

From the dark, Bat pushes the king to D8. our hero gives check with the pawn on E7.

A cruel blow: Bat's king captures our hero's pawn on E7.

our hero's pawn crowns on D8 and becomes a queen.

Bat's king falls on D8 and tears the queen from our hero.

With a steady hand, our hero brings the king to D3; then bat's rook advances from H2 to H1. our hero advances the king from D3 to D2.

Check from Bat: the knight plants itself on C4.

Without hurry or fear, our hero places the king on D3. Bat gives check with the rook on H3.

our hero's king takes E4, leaving D3 behind. Bat answers by moving the king from D8 to C7, and our hero slides the bishop across the board, from C1 to A3.

With dungeon cunning, Bat brings the knight to A5. our hero claims the enemy pawn by landing on C5.

Bat's pawn advances from B3 to B2. our hero captures the enemy pawn: the bishop leaps from C5 to A7.

Bat's rook reaches H4 and threatens our hero's king.

Without hurry or fear, our hero places the king on E5. Check from Bat: the knight plants itself on C6.

our hero's king takes D5, leaving E5 behind. Bat answers by moving the rook from H4 to H7, while our hero slides the king across the board, from D5 to C5.

With dungeon cunning, Bat brings the king to D8. our hero captures the enemy knight: the king leaps from C5 to C6.

Bat's rook advances from H7 to H8. our hero claims the enemy pawn by landing on B5.

Bat sets the king on D7, watching every square, and without hurry or fear, our hero places the rook on B1. From the dark, Bat pushes the rook to H3.

our hero claims the enemy pawn by landing on B2.

Bat answers by moving the pawn from D4 to D3. our hero captures the enemy pawn: the pawn leaps from E2 to D3.

With dungeon cunning, Bat brings the rook to E3. With a steady hand, our hero brings the rook to D2, and right after that bat's rook advances from E3 to E7.

our hero advances the pawn from D3 to D4; then bat sets the king on E8, watching every square. Without hurry or fear, our hero places the pawn on D5.

From the dark, Bat pushes the rook to E1, and our hero's pawn takes D6, leaving D5 behind. Bat's rook reaches B1 and threatens our hero's king.

our hero slides the king across the board, from B5 to C6, and right after that with dungeon cunning, Bat brings the rook to B8. our hero captures the enemy rook: the bishop leaps from A7 to B8.

Bat's king advances from E8 to D8. our hero advances the pawn from D6 to D7, and right after that bat sets the king on E7, watching every square.

Without hurry or fear, our hero places the king on C7. From the dark, Bat pushes the king to F6. our hero's pawn crowns on D8 and becomes a queen.

Bat answers by moving the king from F6 to G6. Check: our hero tightens the net by bringing the rook to G2.

With dungeon cunning, Bat brings the king to F5. our hero gives check with the rook on F2.

Bat's king advances from F5 to G6. From F6, our hero's queen forces Bat to defend.

Bat sets the king on H7, watching every square. Check: our hero tightens the net by bringing the rook to H2.

From the dark, Bat pushes the king to G8, and our hero's king takes D8, leaving C7 behind.

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 59 s
Moves
81
How it ended
stalemate
Captures (hero / opponent)
10 / 3
Material captured (hero / opponent)
16 / 11
First capture
move 1

Floor 4 statistics

Against Bat, heroes have won 48% of 639 finished games (305 wins, 90 losses, 244 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.

This game (81 moves) lasted longer than 78% of the games on this floor.

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