King's Gambit Declined
At 1400–1799 Elo, theory ends around half-move 11. The move that leaves it is a mistake in 25% of cases, 2.7 times as often as a move inside it.
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 139910half-movehalf of the games: 8 to 12
- 1400–179911half-movehalf of the games: 9 to 13
- 1800+11half-movehalf of the games: 10 to 13
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 theory11.7%
- The move that leaves it32.2%
- After it21.2%
2.8× the risk of a move inside theory
1400–1799
- Inside theory9.1%
- The move that leaves it25.1%
- After it17.1%
2.7× the risk of a move inside theory
1800+
- Inside theory5.6%
- The move that leaves it18.7%
- After it13.9%
3.3× 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. e4 e5 2. f4 Nc6 3. fxe512,644 played, 38.6 points lost
- 1. e4 e5 2. f4 Nc6 3. fxe5 Nxe510,987 played, 39.3 points lost
- 1. e4 e5 2. f4 Qh4+10,326 played, 10.3 points lost
- 1. e4 e5 2. f4 Nc6 3. Nf3 Nf69,343 played, 17.6 points lost
- 1. e4 e5 2. f4 Qf65,620 played, 11 points lost
- 1. e4 e5 2. f4 f55,534 played, 12.2 points lost
Where does your theory end?
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Opening names from the Lichess opening database (CC0). A game belongs to the most specific named opening it reaches within 39 half-moves.