Battle chronicle

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

our hero answers with fury: the pawn leaps from B3 to C4 and captures the enemy rook.

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

Loading…

The battle, move by move

With a steady hand, our hero brings the knight to F3; then bat's king advances from E8 to D8. our hero claims the enemy pawn by landing on E5.

Bat sets the pawn on B5, watching every square. our hero gives check with the knight on F7.

From the dark, Bat pushes the king to C8. our hero captures the pawn on D6 and leaves Bat in check.

Bat answers by moving the king from C8 to C7. our hero captures the pawn on B5 and leaves Bat in check.

With dungeon cunning, Bat brings the king to B8. With a steady hand, our hero brings the knight to C3, and right after that bat's king advances from B8 to C7.

our hero captures the enemy pawn: the knight leaps from C3 to E4.

Bat sets the king on D7, watching every square. our hero captures the pawn on C5 and leaves Bat in check.

Bat's rook falls on C5 and tears the knight from our hero.

our hero's pawn takes D3, leaving D2 behind. Bat answers by moving the king from D7 to E8, while our hero slides the pawn across the board, from C2 to C4.

With dungeon cunning, Bat brings the pawn to B6. With a steady hand, our hero brings the pawn to B3.

A cruel blow: Bat's rook captures our hero's pawn on C4.

our hero claims the enemy rook by landing on C4.

Bat sets the king on F7, watching every square, and without hurry or fear, our hero places the pawn on D4. From the dark, Bat pushes the king to E7, while our hero's pawn takes C5, leaving C4 behind.

Bat answers by moving the king from E7 to E8. our hero captures the enemy pawn: the pawn leaps from C5 to B6.

With dungeon cunning, Bat brings the king to F7. With a steady hand, our hero brings the bishop to D2, and right after that bat's king advances from F7 to E8.

our hero advances the rook from A1 to C1; then bat sets the king on F7, watching every square. Without hurry or fear, our hero places the rook on C4.

From the dark, Bat pushes the king to G8. our hero captures the enemy pawn: the rook leaps from C4 to A4.

Bat answers by moving the king from G8 to F8. Check: our hero tightens the net by bringing the rook to A8.

With dungeon cunning, Bat brings the king to E7. With a steady hand, our hero brings the pawn to B7; then bat's king advances from E7 to E6.

our hero's pawn crowns on B8 and becomes a queen.

Bat sets the pawn on H5, watching every square. Check: our hero tightens the net by bringing the queen to E5.

From the dark, Bat pushes the king to F7, while our hero's rook takes E8, leaving A8 behind. Bat answers by moving the pawn from H5 to H4.

From E7, our hero's queen forces Bat to defend.

With dungeon cunning, Bat brings the king to G6. Check: our hero tightens the net by bringing the queen to E6.

Bat's king advances from G6 to H7. our hero advances the rook from E8 to G8; then bat sets the pawn on H3, watching every square.

Without hurry or fear, our hero places the queen on F6. Bat's king falls on G8 and tears the rook from our hero.

our hero's bishop takes G5, leaving D2 behind. Bat answers by moving the king from G8 to H7. our hero gives check with the queen on H6.

With dungeon cunning, Bat brings the king to G8. With a steady hand, our hero brings the bishop to F6.

A cruel blow: Bat's pawn captures our hero's pawn on G2.

our hero delivers the final mate from G7.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 32 s
Moves
63
How it ended
checkmate
Captures (hero / opponent)
8 / 4
Material captured (hero / opponent)
12 / 10
First capture
move 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 (63 moves) lasted longer than 51% of the games on this floor.

More from floor 4