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Opening

King's Knight Opening

At 1400–1799 Elo, theory ends around half-move 10. The move that leaves it is a mistake in 12% of cases, 5.9 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: 8 to 11
  • 1400–1799
    10
    half-move
    half of the games: 9 to 12
  • 1800+
    11
    half-move
    half of the games: 9 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 theory3.3%
  • The move that leaves it19.6%
  • After it18.8%

5.9× the risk of a move inside theory

1400–1799

  • Inside theory2.0%
  • The move that leaves it11.9%
  • After it13.0%

5.9× the risk of a move inside theory

1800+

Not enough moves for a reliable number.

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. e4 e5 2. Nf3 g68,245 played, 15.5 points lost
  2. 1. e4 e5 2. Nf3 b67,062 played, 12.1 points lost
  3. 1. e4 e5 2. Nf3 Nc6 3. Ng54,976 played, 34.3 points lost
  4. 1. e4 e5 2. Nf3 g53,401 played, 17.7 points lost
  5. 1. e4 e5 2. Nf3 Nh63,012 played, 15.6 points lost
  6. 1. e4 e5 2. Nf3 Qh42,648 played, 42 points lost

Where does your theory end?

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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.