Battle chronicle

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

With an adventurer's precision, our hero takes the rival rook on H4.

Bat falls to our hero's mate. The legend grows.

Loading…

The battle, move by move

With a steady hand, our hero brings the pawn to D3; then bat's rook advances from H6 to H7. our hero claims the enemy pawn by landing on E4.

Bat sets the pawn on D4, watching every square, and without hurry or fear, our hero places the pawn on G3. From the dark, Bat pushes the knight to A5, while our hero's pawn takes H4, leaving H2 behind.

Bat's rook falls on H4 and tears the pawn from our hero.

our hero captures the enemy rook: the pawn leaps from G3 to H4.

With dungeon cunning, Bat brings the king to F7. With a steady hand, our hero brings the pawn to H5, and right after that bat's king advances from F7 to G8.

our hero advances the pawn from H5 to H6; then bat sets the pawn on A3, watching every square. our hero claims the enemy pawn by landing on A3.

From the dark, Bat pushes the pawn to A6, and our hero's bishop takes G5, leaving C1 behind. Bat answers by moving the pawn from B6 to B5, while our hero slides the bishop across the board, from G5 to E7.

With dungeon cunning, Bat brings the king to H7. our hero captures the enemy pawn: the bishop leaps from E7 to D6.

Bat's knight advances from A5 to B3. our hero advances the bishop from D6 to E7, and right after that bat sets the pawn on D3, watching every square.

our hero captures the enemy pawn: the pawn leaps from E2 to D3.

From the dark, Bat pushes the knight to C1, while our hero's bishop takes F6, leaving E7 behind. Bat answers by moving the knight from C1 to B3.

our hero captures the enemy pawn: the bishop leaps from F6 to E5.

With dungeon cunning, Bat brings the pawn to C4. our hero claims the enemy pawn by landing on C4.

Bat's king falls on H6 and tears the pawn from our hero.

our hero captures the enemy pawn: the pawn leaps from C4 to B5.

Bat sets the knight on C1, watching every square. our hero claims the enemy pawn by landing on A6.

Bat's knight reaches D3 and threatens our hero's king.

our hero's king takes F1, leaving E1 behind. A cruel blow: Bat's knight captures our hero's bishop on E5.

our hero slides the pawn across the board, from A6 to A7, and right after that with dungeon cunning, Bat brings the knight to C4. our hero's pawn crowns on A8 and becomes a queen.

Bat's knight reaches D2 and threatens our hero's king.

our hero advances the king from F1 to E1, and right after that bat sets the knight on C4, watching every square. From H8, our hero's queen forces Bat to defend.

From the dark, Bat pushes the king to G5. Check: our hero tightens the net by bringing the queen to G8.

Bat answers by moving the king from G5 to H5. our hero captures the enemy knight: the queen leaps from G8 to C4.

With dungeon cunning, Bat brings the king to G6. With a steady hand, our hero brings the pawn to E5, and right after that bat's king advances from G6 to G7.

our hero advances the pawn from E5 to E6; then bat sets the king on F6, watching every square. Without hurry or fear, our hero places the queen on C6.

From the dark, Bat pushes the king to F5, and our hero's pawn takes E7, leaving E6 behind. Bat answers by moving the king from F5 to F4.

our hero's pawn crowns on E8 and becomes a queen.

With dungeon cunning, Bat brings the king to G3. our hero gives check with the queen on G6.

Bat's king advances from G3 to H3. Mate. our hero's queen on H8 leaves Bat with no escape.

Game details

Hero's colour
White
Time control
10+0
Actual duration
1 min 45 s
Moves
63
How it ended
checkmate
Captures (hero / opponent)
10 / 3
Material captured (hero / opponent)
16 / 5
First capture
move 1

Floor 4 statistics

Against Bat, heroes have won 48% of 634 finished games (304 wins, 89 losses, 241 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