Three Knights Opening
At 1400–1799 Elo, theory ends around half-move 13. The move that leaves it is a mistake in 17% of cases, 3.3 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 139912half-movehalf of the games: 10 to 14
- 1400–179913half-movehalf of the games: 11 to 15
- 1800+14half-movehalf of the games: 11 to 16
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 theory6.1%
- The move that leaves it25.1%
- After it18.5%
4.1× the risk of a move inside theory
1400–1799
- Inside theory5.0%
- The move that leaves it16.6%
- After it13.3%
3.3× the risk of a move inside theory
1800+
- Inside theory4.4%
- The move that leaves it13.3%
- After it10.5%
3.0× 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. Nf3 Nc6 3. Nc3 f516,662 played, 12.2 points lost
- 1. e4 e5 2. Nf3 Nc6 3. Nc3 Nd48,066 played, 11.6 points lost
- 1. e4 e5 2. Nf3 Nc6 3. Nc3 Bc5 4. Nxe5 Bxf2+ 5. Kxf2 Nxe5 6. d4 Qf6+3,866 played, 14.6 points lost
- 1. e4 e5 2. Nc3 Nc6 3. Nf3 Bc5 4. Nxe5 Nxe5 5. d4 Bxd4 6. Qxd4 Nc63,389 played, 24.3 points lost
- 1. e4 e5 2. Nf3 Nc6 3. Nc3 f5 4. d33,289 played, 13.3 points lost
- 1. e4 e5 2. Nc3 Nc6 3. Nf3 Bc5 4. d4 exd4 5. Nxd42,953 played, 23.2 points lost
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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.