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Opening

Dutch Defense

At 1400–1799 Elo, theory ends around half-move 11. The move that leaves it is a mistake in 6% of cases, 12.0 times as often as a move inside it.

All openings

Where theory ends

Half-move at which a game leaves what at least 100 games played. Half of all games end between the two outer numbers.

  • up to 1399
    9
    half-move
    half of the games: 7 to 12
  • 1400–1799
    11
    half-move
    half of the games: 9 to 13
  • 1800+
    12
    half-move
    half of the games: 9 to 14

How risky the exit is

Share of moves that lose at least 10 points of winning chances, in the same stretch of the game (half-moves 8 to 24).

up to 1399

  • Inside theory0.4%
  • The move that leaves it7.7%
  • After it15.2%

17.5× the risk of a move inside theory

1400–1799

  • Inside theory0.5%
  • The move that leaves it5.6%
  • After it10.8%

12.0× the risk of a move inside theory

1800+

  • Inside theory0.4%
  • The move that leaves it4.0%
  • After it7.5%

10.4× the risk of a move inside theory

Most common mistakes inside theory

Moves the engine rates down although many players choose them. The last move of each line is the mistake, the loss is the mean in points of winning chances.

  1. 1. d4 f5 2. e4 Nf62,519 played, 15.6 points lost
  2. 1. e4 f5 2. d41,884 played, 13 points lost
  3. 1. d4 e6 2. c4 f5 3. Nc3 Nf6 4. e41,284 played, 10.3 points lost
  4. 1. d4 f5 2. e4 fxe4 3. Nc3 d51,086 played, 12.8 points lost
  5. 1. d4 f5 2. Bg5 h6 3. Bh4 g5 4. Bg3 f4752 played, 12.5 points lost
  6. 1. d4 f5 2. e4 fxe4 3. Nc3 Nf6 4. Bg5 d5 5. Bxf6 exf6 6. Qh5+ g6 7. Qxd5 Qxd5 8. Nxd5 Bd6598 played, 14.5 points lost

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More openings

Opening names from the Lichess opening database (CC0). A game belongs to the most specific named opening it reaches within 39 half-moves.