Battle chronicle
The duel begins: our hero against Bat on floor 4.
With an adventurer's precision, our hero takes the rival knight on C5.
Draw. The dungeon keeps the names of our hero and Bat.
Loading…
The battle, move by move
our hero captures the enemy pawn: the rook leaps from A1 to A4.
Bat sets the knight on D8, watching every square. our hero claims the enemy pawn by landing on A7.
From the dark, Bat pushes the rook to H8, and our hero's rook takes A1, leaving A7 behind. Bat answers by moving the pawn from E4 to E3.
our hero claims the enemy pawn by landing on E3.
With dungeon cunning, Bat brings the rook to H6. With a steady hand, our hero brings the rook to A2; then bat's pawn advances from D5 to D4.
our hero advances the rook from A2 to G2, and right after that bat sets the pawn on B5, watching every square. Without hurry or fear, our hero places the rook on B2.
From the dark, Bat pushes the pawn to D5, while our hero's rook takes G2, leaving B2 behind. Bat gives check with the rook on H1.
our hero slides the king across the board, from E1 to E2. A cruel blow: Bat's pawn captures our hero's pawn on E3.
our hero claims the enemy pawn by landing on E3.
Check from Bat: the rook plants itself on E1.
our hero advances the king from E3 to D2; then bat sets the rook on A1, watching every square. Without hurry or fear, our hero places the king on E3.
Bat's rook reaches E1 and threatens our hero's king.
our hero's king takes D2, leaving E3 behind. Bat answers by moving the rook from E1 to E4, while our hero slides the rook across the board, from G2 to G5.
With dungeon cunning, Bat brings the king to F7. With a steady hand, our hero brings the rook to H5; then bat's pawn advances from C5 to C4.
our hero advances the rook from H5 to H8. Check from Bat: the pawn plants itself on C3.
our hero captures the enemy pawn: the king leaps from D2 to C3.
Bat gives check with the pawn on D4.
our hero's king takes B2, leaving C3 behind. Bat answers by moving the knight from D8 to E6, and our hero slides the rook across the board, from H8 to H6.
With dungeon cunning, Bat brings the rook to E1. With a steady hand, our hero brings the king to A3. Bat gives check with the rook on A1.
our hero advances the king from A3 to B4. Bat's rook reaches B1 and threatens our hero's king.
Without hurry or fear, our hero places the king on A5. From the dark, Bat pushes the pawn to B4, and our hero's rook takes H5, leaving H6 behind.
Bat gives check with the rook on A1.
our hero claims the enemy pawn by landing on B4.
With dungeon cunning, Bat brings the pawn to E4. With a steady hand, our hero brings the rook to H4; then bat's knight advances from E6 to C5.
our hero claims the enemy knight by landing on C5.
Bat sets the rook on A6, watching every square. our hero captures the enemy pawn: the king leaps from C5 to D4.
From the dark, Bat pushes the king to E7. our hero claims the enemy pawn by landing on E4.
Bat answers by moving the king from E7 to D8. From H8, our hero's rook forces Bat to defend.
With dungeon cunning, Bat brings the king to D7. Check: our hero tightens the net by bringing the rook to H7.
Bat's king advances from D7 to E8. our hero gives check with the rook on H8.
Bat sets the king on D7, watching every square. From H7, our hero's rook forces Bat to defend.
From the dark, Bat pushes the king to D8. Check: our hero tightens the net by bringing the rook to H8.
Bat answers by moving the king from D8 to E7. our hero gives check with the rook on H7.
With dungeon cunning, Bat brings the king to F6. With a steady hand, our hero brings the king to F4; then bat's king advances from F6 to G6.
our hero advances the rook from H7 to H8, and right after that bat sets the rook on E6, watching every square. our hero gives check with the rook on G8.
From the dark, Bat pushes the king to H5. From H8, our hero's rook forces Bat to defend.
Bat answers by moving the king from H5 to G6. Check: our hero tightens the net by bringing the rook to G8.
With dungeon cunning, Bat brings the king to H6. our hero gives check with the rook on H8.
Bat's king advances from H6 to G7. our hero advances the rook from H8 to H1; then bat sets the rook on D6, watching every square.
Without hurry or fear, our hero places the king on F3. Bat's rook reaches F6 and threatens our hero's king.
our hero's king takes E3, leaving F3 behind. Bat answers by moving the rook from F6 to B6. From G1, our hero's rook forces Bat to defend.
With dungeon cunning, Bat brings the king to H7. Check: our hero tightens the net by bringing the rook to H1.
Bat's king advances from H7 to G7. our hero gives check with the rook on G1.
Bat sets the king on H7, watching every square. From H1, our hero's rook forces Bat to defend.
From the dark, Bat pushes the king to G8. Check: our hero tightens the net by bringing the rook to G1.
Bat answers by moving the king from G8 to F7. our hero gives check with the rook on F1.
With dungeon cunning, Bat brings the king to E6. With a steady hand, our hero brings the rook to E1, and right after that bat's rook advances from B6 to B7.
Check: our hero tightens the net by bringing the king to D4.
Bat sets the king on F7, watching every square. our hero gives check with the rook on F1.
From the dark, Bat pushes the king to E8. From E1, our hero's rook forces Bat to defend.
Bat answers by moving the king from E8 to F8. Check: our hero tightens the net by bringing the rook to F1.
With dungeon cunning, Bat brings the king to G8. our hero gives check with the rook on G1.
Bat's king advances from G8 to F7. From F1, our hero's rook forces Bat to defend.
Bat sets the king on G8, watching every square. Check: our hero tightens the net by bringing the rook to G1.
From the dark, Bat pushes the king to H7. our hero gives check with the rook on H1.
Bat answers by moving the king from H7 to G6. From G1, our hero's rook forces Bat to defend.
With dungeon cunning, Bat brings the king to H7. Check: our hero tightens the net by bringing the rook to H1.
Bat's king advances from H7 to G8. our hero gives check with the rook on G1.
Neither our hero nor Bat claims victory. A draw on the board.
Game details
- Hero's colour
- White
- Time control
- 10+0
- Actual duration
- 6 min 10 s
- Moves
- 121
- How it ended
- draw
- Captures (hero / opponent)
- 9 / 1
- Material captured (hero / opponent)
- 11 / 1
- 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 (121 moves) lasted longer than 96% of the games on this floor.