Battle chronicle

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

our hero's king lands on C4 and defeats Bat's knight!

our hero falls to Bat's mate. The dungeon does not forgive.

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The battle, move by move

Without hurry or fear, our hero places the pawn on H4. From the dark, Bat pushes the rook to G6, while our hero's king takes F2, leaving E1 behind.

Bat answers by moving the pawn from A4 to A3, and our hero slides the king across the board, from F2 to E3. With dungeon cunning, Bat brings the knight to D8.

With a steady hand, our hero brings the pawn to D3. Bat's rook reaches G3 and threatens our hero's king.

our hero advances the king from E3 to F2. Check from Bat: the rook plants itself on F3.

Without hurry or fear, our hero places the king on E2. From the dark, Bat pushes the rook to F6. our hero captures the enemy pawn: the pawn leaps from D3 to E4.

Bat answers by moving the knight from D8 to C6, while our hero slides the king across the board, from E2 to E3. Check from Bat: the pawn plants itself on D4.

With a steady hand, our hero brings the king to D3. Bat gives check with the rook on F3.

our hero advances the king from D3 to C4. Bat's knight reaches A5 and threatens our hero's king.

Without hurry or fear, our hero places the king on D5. From the dark, Bat pushes the pawn to A2. our hero claims the enemy pawn by landing on D6.

Bat gives check with the knight on C4.

our hero slides the king across the board, from D6 to D5; then with dungeon cunning, Bat brings the pawn to D3. our hero claims the enemy knight by landing on C4.

Bat's king advances from E8 to E7. our hero advances the king from C4 to D5; then bat sets the rook on F2, watching every square.

our hero claims the enemy pawn by landing on E5.

On A1, Bat promotes and gains a reinforcing queen.

our hero's king takes D5, leaving E5 behind. Check from Bat: the queen plants itself on D4.

our hero slides the king across the board, from D5 to C6. After toppling the pawn on E4, Bat threatens our hero's king.

With a steady hand, our hero brings the king to B5; then bat's queen advances from E4 to G4. our hero advances the king from B5 to C6.

Mate. Bat closes the net and our hero falls on D7.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 51 s
Moves
40
How it ended
checkmate
Captures (hero / opponent)
4 / 1
Material captured (hero / opponent)
6 / 1
First capture
move 6

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 (40 moves) lasted longer than 21% of the games on this floor.

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