Where Amateur Chess Games Are Actually Decided

· Chess Research

9,762 rated games analysed with Stockfish 17, plus a 33,598-game comparison set.

The finding

The game-losing mistake arrives at almost exactly the same relative point in the game at every rating: about 78–83% of the way through.

What changes with rating is not when players go wrong within a game. It is how far the game gets before someone does.

RatingMedian game
length (plies)
Reach an
endgame
Decided in the endgame,
of those that reach one
Relative position
of the mistake
700-8994935%45% [41%–50%]0.781
900-10995439%46% [42%–50%]0.818
1100-12995542%49% [45%–53%]0.816
1300-14995948%47% [43%–50%]0.816
1500-17996253%53% [50%–56%]0.826
1800-20006659%53% [50%–56%]0.831

Read the last column first. It barely moves: 0.78 to 0.83, five percentage points of a game. A 900 and an 1800 both lose the game roughly four-fifths of the way through it.

The third column is where the real difference sits. 35% of sub-900 games reach an endgame at all; 59% do at 1800–2000. Weaker players' games end before the endgame arrives — which is exactly why raw counts of "games decided in the endgame" rise with rating, and why that number on its own is misleading.

Among games that do reach an endgame, the share decided there rises only from 45% to 53%. That comparison is free of the length problem: every game in it had the opportunity.

Phase of the decisive mistake

Classified by material rather than move number — endgame means six or fewer non-king, non-pawn pieces, which is the threshold Lichess itself uses. 95% confidence intervals in grey.

RatingGamesMedian
move
Relative
position
OpeningMiddlegameEndgame
700-8991,526170.7824%50%26% [24%–28%]
900-10991,577190.8217%53%30% [28%–32%]
1100-12991,639200.8217%52%32% [30%–34%]
1300-14991,670220.8213%53%33% [31%–36%]
1500-17991,660230.8311%52%37% [35%–39%]
1800-20001,690240.8311%53%37% [35%–39%]

The trend across the six bands is consistent in direction and the extreme-band contrasts are comfortably outside their confidence intervals. Individual adjacent steps are not: several differ by less than their intervals and should not be read as real.

Almost nothing is decided in a theoretical endgame

GM Noël Studer, reviewing a draft, predicted that the share of games decided in the kind of endgame position an improver actually studies would be “extremely minimal”. That prediction is correct, and by a wide margin.

RatingMedian pieces on the
board at the mistake
Decided with ≤7 pieces
(tablebase range)
Decided with
≤10 pieces
“Endgame” by the
Lichess threshold
700-899243.5%6.3%26.1%
900-1099232.8%6.7%29.8%
1100-1299232.8%7.6%31.9%
1300-1499222.2%5.6%33.4%
1500-1799223.4%7.3%37.0%
1800-2000212.4%6.8%36.8%

Under 4% of games at any rating are decided with seven or fewer pieces on the board — the range that endgame theory actually covers. The median decided position has 24 pieces on it at beginner level and 21 at 1800–2000.

This is the gap between the word “endgame” as a database threshold and as a chess player means it. A position with queens and both rooks still on counts as an endgame under the Lichess definition, and is a middlegame to anyone playing it.

Time control changes the answer

Endgame share of decisive mistakes, split by time control. Pooling time controls hides a real effect, particularly at beginner level.

RatingBulletBlitzRapid
700-89915% n=32027% n=76033% n=443
900-109927% n=42631% n=77030% n=375
1100-129932% n=45534% n=83428% n=343
1300-149931% n=56034% n=85537% n=251
1500-179936% n=58437% n=84140% n=227
1800-200037% n=70137% n=77937% n=205

At beginner level the difference is large: a sub-900 bullet game is decided in an endgame 15% of the time against 33% in rapid. Bullet games end before the endgame arrives.

What this looks like on the board

Two real games from the sample, caught at the moment before the decisive mistake.

A game decided early (700–899)

Position from a real 700-899 rated game immediately before the move that decided it

Most pieces still on their starting squares. Black to play, move 12. Black played hxg6 (red square to green), costing 6.11 pawns — Stockfish wanted Nc4. White won. Real game from the sample: lichess.org/BtMxLoDl (691 vs 711).

A game decided late (1800–2000)

Position from a real 1800-2000 rated game immediately before the move that decided it

Thirty-eight moves in, material level. White to play, move 38. White played Rxg6 (red square to green), costing 4 pawns — Stockfish wanted Rh3. Black won. Real game from the sample: lichess.org/NMi46FUJ (1812 vs 1787).

Method

Source. The Lichess public archive for March 2025 (lichess_db_standard_rated_2025-03), rated standard games.

Sampling. 2,000 games drawn at random from each of six rating bands, banded by the average of the two players' ratings. Bands are filled independently, so the sample is balanced by rating rather than reflecting Lichess's own distribution.

Evaluation. Every position analysed with Stockfish 17, depth 12 (sf17 population), White-relative, one evaluation per ply.

The decisive mistake. Last move after which the player was at a 2-pawn or worse deficit and never recovered.

Phase. by material: endgame = 6 or fewer non-king non-pawn pieces (Lichess threshold); opening = 13+ such pieces; middlegame otherwise. Move-number boundaries are reported in the data file for comparison only.

Exclusions. 1,451 games shorter than 20 plies; 3,666 that never reached a two-pawn decision; 681 where the deficit came from the opponent's strong move rather than the loser's error.

Confidence intervals. Wilson 95%, on phase shares.

What this does not show

Acknowledgements

Thanks to GM Noël Studer (Next Level Chess) for the methodology: the definition of the game-deciding mistake used here is his, as is the point that a material-based endgame threshold still admits positions most players would call middlegames — which prompted the theoretical-endgame test above.

Data

Released under CC BY 4.0 — reuse freely, including commercially, with attribution.

Method questions: [email protected].

Frequently asked questions

Where are most amateur chess games decided?

At about 80% of the way through the game, at every rating level. The decisive mistake falls at 0.78 of the way through for players rated 700-899 and 0.83 for 1800-2000 — a much smaller difference than raw phase counts suggest. What changes with rating is that games last longer and reach an endgame at all: 35% of sub-900 games versus 59% at 1800-2000.

At what move do amateurs make their game-losing mistake?

Median move 17 at 700-899 and move 24 at 1800-2000. But those games also differ in length, so the move number on its own overstates the effect.

Are chess games really decided in the endgame?

Rarely in a genuine theoretical endgame. Only 3.5% of decided games at 700-899, and 2.4% at 1800-2000, are decided with seven or fewer pieces on the board — the range that endgame books actually cover. The median position at the decisive mistake still has 24 pieces on the board at beginner level.

Should beginners study the endgame?

This study does not answer that — it measures where mistakes occur, not the return on study time. What it does show is that decisive mistakes rarely happen in genuine theoretical endgame positions at any rating: under 4% of games at every level, with the median decided position still holding more than twenty pieces.

How was this chess study conducted?

2,000 games were sampled at random from each of six rating bands in the Lichess public archive for March 2025, and every position was analysed with Stockfish 17 at depth 12. The decisive mistake is the last move after which the player was at a two-pawn deficit and never recovered.

What counts as the game-deciding mistake?

The last move after which the player fell to a deficit of two pawns or worse and never recovered from it. That is deliberately not the largest evaluation swing in the game: a drop from a winning position into a lost one matters, while a drop from already-winning to mate does not change the outcome.

Is the data from this chess study available to download?

Yes. Results are published as CSV and JSON under a CC BY 4.0 licence, which permits reuse including commercial reuse with attribution.