Battle chronicle

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

our hero answers with fury: the pawn leaps from H2 to G3 and captures the enemy rook.

In the end, our hero delivers checkmate and Bat flees the board.

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The battle, move by move

our hero's pawn takes D3, leaving D2 behind. Bat answers by moving the rook from H6 to G6, while our hero slides the pawn across the board, from G2 to G3.

With dungeon cunning, Bat brings the knight to A5. our hero captures the enemy pawn: the pawn leaps from D3 to E4.

Bat's king advances from E8 to F8. our hero claims the enemy pawn by landing on D5.

Bat sets the knight on C4, watching every square, and without hurry or fear, our hero places the knight on F3. From the dark, Bat pushes the pawn to B5, while our hero's bishop takes B2, leaving C1 behind.

Bat answers by moving the king from F8 to E8. our hero captures the enemy pawn: the bishop leaps from B2 to E5.

A cruel blow: Bat's rook captures our hero's pawn on G3.

our hero claims the enemy rook by landing on G3.

Bat's king advances from E8 to D7. our hero advances the bishop from E5 to F6; then bat sets the pawn on B4, watching every square.

Without hurry or fear, our hero places the pawn on E4. From the dark, Bat pushes the knight to A3, and our hero's pawn takes E5, leaving E4 behind.

A cruel blow: Bat's pawn captures our hero's pawn on E5.

our hero captures the pawn on E5 and leaves Bat in check.

With dungeon cunning, Bat brings the king to C8. With a steady hand, our hero brings the knight to C6; then bat's king advances from C8 to D7.

our hero advances the pawn from G3 to G4, and right after that bat sets the knight on B5, watching every square. Without hurry or fear, our hero places the pawn on G5.

From the dark, Bat pushes the knight to D6, while our hero's pawn takes G6, leaving G5 behind. Bat answers by moving the pawn from B4 to B3, and our hero slides the pawn across the board, from G6 to G7.

With dungeon cunning, Bat brings the king to E8. our hero's pawn crowns on G8 and becomes a queen.

Bat's king advances from E8 to D7. From E5, our hero's knight forces Bat to defend.

Bat sets the king on C7, watching every square. Check: our hero tightens the net by bringing the queen to D8.

From the dark, Bat pushes the king to B7. our hero captures the enemy knight: the queen leaps from D8 to D6.

Bat answers by moving the pawn from A4 to A3. our hero claims the enemy pawn by landing on C5.

With dungeon cunning, Bat brings the pawn to A5. our hero captures the enemy pawn: the queen leaps from C5 to A5.

Bat's king advances from B7 to C8. our hero advances the queen from A5 to A7, and right after that bat sets the pawn on B2, watching every square.

From D7, our hero's queen forces Bat to defend.

From the dark, Bat pushes the king to B8. Check: our hero tightens the net by bringing the knight to C6.

Bat answers by moving the king from B8 to A8. our hero captures the enemy pawn: the bishop leaps from F6 to B2.

A cruel blow: Bat's pawn captures our hero's bishop on B2.

Mate. our hero's queen on A7 leaves Bat with no escape.

Game details

Hero's colour
White
Time control
10+0
Actual duration
4 min 30 s
Moves
55
How it ended
checkmate
Captures (hero / opponent)
9 / 3
Material captured (hero / opponent)
15 / 5
First capture
move 2

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 (55 moves) lasted longer than 39% of the games on this floor.

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