Battle chronicle
In the depths of Sewers, our hero faces Bat.
Bat moves its pawn from D6 to E5 and topples our hero's rook!
Neither our hero nor Bat claims victory. A draw on the board.
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The battle, move by move
From A1 to A4, our hero's rook swallows Bat's pawn.
Bat sets the pawn on C4, watching every square. A clean strike: our hero's rook topples the pawn on A7.
From the dark, Bat pushes the rook to H7. From A7 to B7, our hero's rook swallows Bat's knight.
Bat answers by moving the rook from H7 to H3. A clean strike: our hero's pawn topples the rook on H3.
With dungeon cunning, Bat brings the pawn to B5. From B7 to B5, our hero's rook swallows Bat's pawn.
Bat's king advances from E8 to D7. A clean strike: our hero's rook topples the pawn on D5.
Bat sets the pawn on C3, watching every square. From D5 to E5, our hero's rook swallows Bat's pawn.
Bat moves the pawn from D6 to E5 and topples our hero's rook.
our hero's king takes D1, leaving E1 behind. Bat answers by moving the king from D7 to C6, and right after that our hero slides the pawn across the board, from H3 to H4.
With dungeon cunning, Bat brings the king to D7. With a steady hand, our hero brings the pawn to H5, while bat's king advances from D7 to E8.
our hero advances the pawn from H5 to H6, and bat sets the king on F7, watching every square. Without hurry or fear, our hero places the pawn on H7.
Check from Bat: the pawn plants itself on C2.
From D1 to C2, our hero's king swallows Bat's pawn.
Bat answers by moving the king from F7 to E8. Promotion: on H8, our hero turns a pawn into a queen.
With dungeon cunning, Bat brings the king to E7. By taking the pawn on E5, our hero drives Bat into check.
Bat's king advances from E7 to D7. our hero advances the pawn from F2 to F4. Bat advances to F3 and claims our pawn.
Without hurry or fear, our hero places the king on D2. From the dark, Bat pushes the king to C6; then our hero's king takes E1, leaving D2 behind.
Bat answers by moving the king from C6 to B7. From B5, our hero's queen forces Bat to defend.
With dungeon cunning, Bat brings the king to C7. With a steady hand, our hero brings the queen to A6, while bat's king advances from C7 to B8.
our hero gives check with the queen on B6.
Bat sets the king on C8, watching every square. From A6, our hero's queen forces Bat to defend.
From the dark, Bat pushes the king to D7. Check: our hero tightens the net by bringing the queen to D3.
Bat answers by moving the king from D7 to C6. By taking the pawn on F3, our hero drives Bat into check.
With dungeon cunning, Bat brings the king to C7. With a steady hand, our hero brings the king to D2, and bat's king advances from C7 to D6.
our hero advances the king from D2 to D3, while bat sets the king on E5, watching every square. Without hurry or fear, our hero places the king on C4.
From the dark, Bat pushes the king to E6. From D5, our hero's queen forces Bat to defend.
Bat answers by moving the king from E6 to F6. Check: our hero tightens the net by bringing the queen to D6.
With dungeon cunning, Bat brings the king to F5. With a steady hand, our hero brings the king to D4, while bat's king advances from F5 to G4.
our hero advances the queen from D6 to E5, and bat sets the king on H3, watching every square. Without hurry or fear, our hero places the king on E3.
From the dark, Bat pushes the king to G2, and right after that our hero's queen takes F4, leaving E5 behind. Bat answers by moving the king from G2 to H1; then our hero slides the queen across the board, from F4 to G3.
The duel ends in a draw: our hero and Bat withdraw.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 1 min 32 s
- Moves
- 67
- How it ended
- stalemate
- Captures (hero / opponent)
- 10 / 2
- Material captured (hero / opponent)
- 16 / 6
- First capture
- move 0
Floor 4 statistics
Against Bat, heroes have won 48% of 637 finished games (305 wins, 90 losses, 242 draws). Average length: 62 moves. Average game time: 2 min 31 s. Most common ending: checkmate.
This game (67 moves) lasted longer than 57% of the games on this floor.