Battle chronicle
The duel begins: our hero against Bat on floor 4.
our hero answers with fury: the queen leaps from H6 to A6 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
Without hurry or fear, our hero places the pawn on H3. From the dark, Bat pushes the knight to A5, while our hero's pawn takes F3, leaving F2 behind.
Bat answers by moving the king from E8 to D7. our hero captures the enemy pawn: the pawn leaps from F3 to E4.
With dungeon cunning, Bat brings the rook to H7. our hero claims the enemy pawn by landing on D5.
Bat's pawn advances from C5 to C4. our hero advances the knight from G1 to F3; 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 knight to B3, and our hero's knight takes G5, leaving F3 behind. Bat answers by moving the rook from H7 to H5, while our hero slides the knight across the board, from G5 to E4.
With dungeon cunning, Bat brings the rook to F5. With a steady hand, our hero brings the knight to G3; then bat's rook advances from F5 to F8.
our hero advances the bishop from A3 to B2, and right after that bat sets the pawn on B5, watching every square. Without hurry or fear, our hero places the pawn on H4.
From the dark, Bat pushes the knight to C5, while our hero's pawn takes H5, leaving H4 behind. Bat answers by moving the rook from F8 to H8, and our hero slides the pawn across the board, from D2 to D4.
With dungeon cunning, Bat brings the pawn to B4. our hero claims the enemy pawn by landing on E5.
Bat's knight advances from C5 to B7. our hero captures the enemy pawn: the pawn leaps from E5 to D6.
Check from Bat: the rook plants itself on E8.
Without hurry or fear, our hero places the king on D2. From the dark, Bat pushes the knight to C5, and our hero's bishop takes D4, leaving B2 behind.
Bat's pawn reaches C3 and threatens our hero's king.
our hero slides the king across the board, from D2 to C2. Bat's king falls on D6 and tears the pawn from our hero.
From F5, our hero's knight forces Bat to defend.
A cruel blow: Bat's king captures our hero's pawn on D5.
our hero claims the enemy knight by landing on C5.
Bat's pawn reaches B3 and threatens our hero's king.
our hero captures the enemy pawn: the king leaps from C2 to B3.
From the dark, Bat pushes the king to C6. our hero claims the enemy pawn by landing on A7.
Bat answers by moving the king from C6 to C7. our hero captures the enemy pawn: the king leaps from B3 to C3.
With dungeon cunning, Bat brings the rook to E2. With a steady hand, our hero brings the pawn to G4, and right after that bat's rook advances from E2 to H2.
our hero advances the knight from F5 to D4; then bat sets the king on B7, watching every square. Without hurry or fear, our hero places the bishop on C5.
From the dark, Bat pushes the rook to H1, and our hero's knight takes F3, leaving D4 behind. Check from Bat: the rook plants itself on C1.
our hero slides the king across the board, from C3 to D4. Bat gives check with the rook on D1.
With a steady hand, our hero brings the king to E4; then bat's king advances from B7 to C7. our hero advances the pawn from H5 to H6, and right after that bat sets the rook on H1, watching every square.
Without hurry or fear, our hero places the pawn on G5. From the dark, Bat pushes the king to C6, while our hero's bishop takes E3, leaving C5 behind.
Bat answers by moving the rook from H1 to A1, and our hero slides the pawn across the board, from H6 to H7. With dungeon cunning, Bat brings the rook to A8.
With a steady hand, our hero brings the bishop to D4, and right after that bat's king advances from C6 to D6. our hero's pawn crowns on H8 and becomes a queen.
Bat sets the rook on A6, watching every square. our hero gives check with the queen on H6.
From the dark, Bat pushes the king to D7. our hero captures the enemy rook: the queen leaps from H6 to A6.
Bat answers by moving the king from D7 to E7, while our hero slides the pawn across the board, from G5 to G6. With dungeon cunning, Bat brings the king to F8.
With a steady hand, our hero brings the knight to E5; then bat's king advances from F8 to E7. From C5, our hero's bishop forces Bat to defend.
Bat sets the king on D8, watching every square. Check: our hero tightens the net by bringing the queen to D6.
From the dark, Bat pushes the king to E8. And it is checkmate: our hero ends the game on D7.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 3 min 21 s
- Moves
- 83
- How it ended
- checkmate
- Captures (hero / opponent)
- 10 / 2
- Material captured (hero / opponent)
- 16 / 2
- First capture
- move 2
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 (83 moves) lasted longer than 81% of the games on this floor.