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 sets the king on F8, watching every square, while without hurry or fear, our hero places the pawn on B3. From the dark, Bat pushes the knight to C3, and our hero's rook takes A7, leaving A4 behind.

our hero activates Backstab and silently removes a threat from Bat.

Bat answers by moving the pawn from H6 to H5, and right after that our hero slides the rook across the board, from A7 to B7. With dungeon cunning, Bat brings the king to E8.

our hero captures the enemy pawn: the rook leaps from B7 to B6.

Bat's pawn advances from D6 to D5. From E6, our hero's rook forces Bat to defend.

Bat sets the king on D7, watching every square. our hero captures the enemy pawn: the rook leaps from E6 to E5.

From the dark, Bat pushes the knight to A2. our hero captures the pawn on D5 and leaves Bat in check.

Bat answers by moving the king from D7 to E6. our hero captures the enemy pawn: the rook leaps from D5 to H5.

With dungeon cunning, Bat brings the king to E7, and right after that with a steady hand, our hero brings the bishop to B2. Bat's king advances from E7 to E6.

our hero captures the enemy pawn: the rook leaps from H5 to C5.

Bat sets the pawn on E3, watching every square. From E5, our hero's rook forces Bat to defend.

From the dark, Bat pushes the king to D7. our hero captures the enemy pawn: the rook leaps from E5 to E3.

Bat answers by moving the king from D7 to C8, and right after that our hero slides the pawn across the board, from F2 to F4. With dungeon cunning, Bat brings the king to B8; then with a steady hand, our hero brings the pawn to G4.

Bat's knight advances from A2 to B4, and right after that our hero advances the pawn from F4 to F5. Bat sets the knight on A6, watching every square.

Without hurry or fear, our hero places the pawn on F6, while from the dark, Bat pushes the knight to C5. our hero's pawn takes F7, leaving F6 behind, and bat answers by moving the knight from C5 to A4.

our hero slides the rook across the board, from E3 to E7. With dungeon cunning, Bat brings the knight to B6. our hero's pawn crowns on F8 and becomes a queen.

Bat's knight advances from B6 to C8; then our hero advances the rook from E7 to E8. Bat sets the king on A7, watching every square.

our hero claims the enemy knight by landing on C8.

From the dark, Bat pushes the king to B6. our hero gives check with the queen on F6.

Bat answers by moving the king from B6 to B5. From C4, our hero's pawn forces Bat to defend.

With dungeon cunning, Bat brings the king to A5. Check: our hero tightens the net by bringing the rook to A8.

Bat's king advances from A5 to B4. our hero gives check with the queen on C3.

Bat sets the king on C5, watching every square. From A5, our hero's queen forces Bat to defend.

From the dark, Bat pushes the king to C6. Check: our hero tightens the net by bringing the rook to C8.

Bat answers by moving the king from C6 to B7. our hero gives check with the queen on C7.

With dungeon cunning, Bat brings the king to A6, and right after that with a steady hand, our hero brings the pawn to G5.

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 21 s
Moves
59
How it ended
stalemate
Captures (hero / opponent)
8 / 0
Material captured (hero / opponent)
14 / 0
First capture
move 0
Skills used
1

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 (59 moves) lasted longer than 45% of the games on this floor.

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