Battle chronicle
The duel begins: our hero against Bat on floor 4.
our hero answers with fury: the pawn leaps from G2 to H3 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 captures the enemy pawn: the rook leaps from A1 to A4.
Bat answers by moving the rook from H6 to H3. our hero claims the enemy rook by landing on H3.
With dungeon cunning, Bat brings the pawn to C4. our hero captures the enemy pawn: the rook leaps from A4 to A7.
In that instant, Backstab: one of Bat's pieces vanishes without a trace.
Bat's pawn advances from E4 to E3, and right after that our hero advances the rook from A7 to B7. After toppling the pawn on F2, Bat threatens our hero's king.
our hero captures the enemy pawn: the king leaps from E1 to F2.
From the dark, Bat pushes the pawn to B5. our hero claims the enemy pawn by landing on B5.
Bat answers by moving the king from E8 to E7. our hero captures the enemy pawn: the rook leaps from B5 to D5.
our hero activates Backstab and silently removes a threat from Bat.
With dungeon cunning, Bat brings the king to F6. With a steady hand, our hero brings the rook to C5; then bat's pawn advances from C4 to C3.
our hero captures the enemy pawn: the rook leaps from C5 to C3.
Bat sets the king on F7, watching every square, and without hurry or fear, our hero places the rook on C5. From the dark, Bat pushes the pawn to E4, while our hero's pawn takes D4, leaving D2 behind.
Bat answers by moving the king from F7 to E8. our hero slides the pawn across the board, from D4 to D5; then with dungeon cunning, Bat brings the king to F8.
With a steady hand, our hero brings the pawn to D6, and right after that bat's king advances from F8 to F7. our hero advances the pawn from D6 to D7.
Bat sets the king on E7, watching every square, while without hurry or fear, our hero places the rook on C7. From the dark, Bat pushes the king to D8.
From G5, our hero's bishop forces Bat to defend.
Bat's king falls on C7 and tears the rook from our hero.
our hero's pawn crowns on D8 and becomes a queen.
With dungeon cunning, Bat brings the king to B7. our hero gives check with the queen on D7.
Bat's king advances from B7 to B6. From D6, our hero's queen forces Bat to defend.
Bat sets the king on B7, watching every square. Check: our hero tightens the net by bringing the queen to D5.
From the dark, Bat pushes the king to C8. our hero captures the enemy pawn: the queen leaps from D5 to E4.
Bat answers by moving the king from C8 to C7. our hero slides the pawn across the board, from H3 to H4; then with dungeon cunning, Bat brings the king to D7.
With a steady hand, our hero brings the pawn to H5, and right after that bat's king advances from D7 to C7. our hero advances the pawn from H5 to H6.
Bat sets the king on B8, watching every square. From F4, our hero's bishop forces Bat to defend.
From the dark, Bat pushes the king to A7, and our hero's pawn takes H7, leaving H6 behind. Bat answers by moving the king from A7 to B6.
our hero's pawn crowns on H8 and becomes a queen.
With dungeon cunning, Bat brings the king to A5. With a steady hand, our hero brings the bishop to E3; then bat's king advances from A5 to A6.
our hero advances the queen from E4 to D4. Bat sets the king on B7, watching every square. And it is checkmate: our hero ends the game on B6.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 2 min 13 s
- Moves
- 59
- How it ended
- checkmate
- Captures (hero / opponent)
- 8 / 2
- Material captured (hero / opponent)
- 12 / 6
- First capture
- move 0
- Skills used
- 2
Floor 4 statistics
Against Bat, heroes have won 48% of 641 finished games (305 wins, 90 losses, 246 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.