Chess Olympiad 2026 Stats

About

Fan statistics for the 46th FIDE Chess Olympiad: every evening a script reads the day’s games from the Lichess broadcast, computes the numbers and awards of both sections and publishes them here, for anyone who likes numbers with their chess.

Not official

This site is a fan project by Pom Pom Ltd. in Switzerland. It is not affiliated with FIDE, the organisers in Samarkand or Lichess, and nothing here is an official result. The official standings, tie-breaks and pairings are on chess-results (Open, Women); where the two disagree, chess-results is right and this site is corrected by hand the next evening.

Games via Lichess broadcasts, CC BY-SA 4.0. Names, titles and ratings as the broadcast carries them. The pieces in the diagrams were drawn by Cburnett and Rfc1394, CC BY-SA 3.0.

Where the numbers come from

Lichess broadcast

Every game of both sections, with the clock times the relay records and Lichess’s own computer analysis of finished games. The broadcast’s players list adds titles, ratings, performances and rating changes; its standings are the cross-check for ours.

chess-results

The start lists with FIDE ids, each team’s seed and rating category, the next round’s pairings with boards and colours, and the official results the site is checked against.

Corrections

A short hand-kept file. A result correction replaces a relay result with the official one. A moves correction marks a game the relay did not record faithfully: its moves leave every statistic and award, its result keeps counting. A round page names the corrections applied to it.

How they are computed

  1. 1Running and forfeited games never enter a move-based number. Results, standings and coverage count them explicitly: a forfeit is 1–0 or 0–1 without moves, a double forfeit gives nobody a point.
  2. 2Moves are full moves, as on a score sheet. Nothing is counted in half-moves.
  3. 3Where players or teams have played different numbers of games or moves, the site compares rates: captures per game, retreats per 100 moves. Every award states its minimum, so a twelve-move game cannot win “fewest captures”.
  4. 4Ties are listed, never broken. An award shows every winner that shares the best value, in the order its rule names; the first three are open, the rest fold behind “more”.
  5. 5Engine numbers come from Lichess’s analysis alone; there is no engine of our own. Accuracy, inaccuracies, mistakes and blunders are the marks Lichess publishes on the moves. A game Lichess has not analysed in full stays out of the engine statistics and awards.
  6. 6Clock numbers come from the relay clocks. The extra 30 minutes after move 40 land on an unpredictable move on the relay, so the site detects the jump and never assumes it; games with missing or hand-corrected clocks stay out of the clock awards.
  7. 7Openings, middlegames and endgames are split with Lichess’s own divider. Each piece is followed through the game by replaying it, so a rook lift is a rook and a queen trade is the queens.
  8. 8Players are matched by FIDE id, never by name, since names vary between sources; teams by section and name, then by their players when a source spells a team differently.

Time control 90 min / 40 moves + 30 min + 30 sec / move. Every calculator and award has a test that proves its rule.

Freshness

Open

Round 6 of 11: 408 of 412 games finished, updated 22 Sept 2026, 00:45 CEST.

Complete

Women

Round 6 of 11: 370 of 376 games finished, updated 22 Sept 2026, 00:46 CEST.

Complete

Every evening at 21:30 CEST (round 11: 16:00 CEST) a script pulls the day’s games, recomputes every page and publishes the site; the previous round is refreshed too, so late analyses and corrections land. While a round runs, its page shows the finished games and says so. This build: 22 Sept 2026, 00:47 CEST, d12c6b1.

Awards, rule by rule

78 player and game awards and 54 team awards, each with the rule its card states and what decides a tie. Team awards also say where they are handed out and how many finished games a team needs before it can win one.

Game awards

  • Bloodbath Most captures in one game of at least 10 moves. Ties: longer game first.
  • Pacifist Fewest captures in one game of at least 30 moves. Ties: longer game first.
  • Marathon The longest game of the round. Ties: board order.
  • Quickest Kill Shortest decisive game of at least 10 moves; forfeits do not count. Ties: board order.
  • Checkmate on the Board The earliest checkmate actually delivered, not a resignation. Ties: board order.
  • Endgame Wizard The longest endgame of the round, by Lichess's phase divider. Ties: board order.
  • Hypertension Two pieces attacked each other for the longest time and nobody took. Ties: board order.
  • Crosshairs The piece with the most attackers and defenders pointed at it at one moment. Ties: board order.
  • Separation Anxiety The latest real queen trade: both queens captured within two plies of each other. Ties: board order.
  • Strategic Downsizing The earliest real queen trade in a game of at least 20 moves. Ties: board order.
  • Shortest Draw The shortest draw; before move 30 only repetition or stalemate is allowed. Ties: board order.
  • David vs Goliath The biggest rating gap where the lower-rated player did not lose. Ties: larger gap, then board order.
  • Bare King Optimist The longest stretch played on with nothing but a king. Ties: board order.
  • Houdini Escaped with stalemate while behind; the biggest deficit wins. Ties: board order.

Player awards

  • Longest Capture Spree The longest run of consecutive captures, both sides taking turns. Ties: board order.
  • Longest King Hunt Most consecutive checks by one side; a quiet move ends the hunt. Ties: board order.
  • Do You Even Rook Lift Bro The earliest rook to leave its back rank for the third rank or beyond, without capturing. Ties: board order.
  • Castle Commitment Issues The latest castling of the round. Ties: board order.
  • Dadbod Shuffler Most king moves by one side in a game of at least 30 moves. Ties: board order.
  • Sporty Queen The original queen that travelled the most squares; promoted queens do not count. The metres are at human scale, a long stride per square. Ties: board order.
  • Chicken of the Round Highest share of moves that went backwards, over at least 25 own moves. Ties: board order.
  • Parkour Master Most knight moves by one side. Ties: board order.
  • Dark Mode Enthusiast Most captures landing on dark squares by one side. Ties: board order.
  • Wears Sunglasses Most captures landing on light squares by one side. Ties: board order.
  • Peasant Uprising Most captures made by pawns by one side. Ties: board order.
  • Center Stage The one piece that landed on d4, d5, e4 or e5 most often. Ties: board order.
  • Square Tourist The one piece that stood on the most different squares, its start square included. Ties: board order.
  • Comfort Zone Highest share of one piece type among a side's piece moves, over at least 20 of them. Ties: board order.
  • Pawn Storm Most pawn moves by one side while the game was still in its opening. Ties: board order.
  • Professional Edger Highest share of moves from or to the a- and h-files, over at least 25 own moves. Ties: board order.

Ratings, titles and ages

  • Giant Slayer The win with the lowest expected score by Elo, at most 25 %. Ties: larger rating gap first.
  • Untitled Hero An untitled player beat or drew a titled one; the strongest opponent wins. Ties: opponent's title, then opponent's rating.
  • GM Scalp A player without the GM title beat a grandmaster; the biggest rating gap wins. Ties: larger rating gap first, then board order.
  • Upset of the Round The decisive game with the biggest rating gap won by the lower-rated player. Ties: board order.
  • Clash of Titans The game with the highest average rating. Ties: board order.
  • Youngest Player The youngest player who played this round, by birth year. Ties: higher rating first.
  • Oldest Player The oldest player who played this round, by birth year. Ties: higher rating first.
  • Generations The largest age gap between two opponents. Ties: board order.

Clock awards

  • Longest Think Most time spent on a single move, from the relay clocks. Ties: board order.
  • Zeitnot Addict Most moves played with less than five minutes on the clock. Ties: board order.
  • Time Scramble Survivor Won after dropping below one minute at some point after move 30; the lowest clock wins. Ties: board order.
  • Time Millionaire Most time left at the end of a won game of at least 30 moves. Ties: board order.
  • Increment Farmer Most time banked after move 40 from the 30-second increments, in a game of 50 moves or more. Ties: board order.
  • Flag Fall Lost with less than 30 seconds, one increment, on the last clock. Ties: board order.
  • Time Not So Well Spent Longest think that ended in a blunder, as Lichess marks them. Ties: board order.

Engine awards

  • Most Accurate Highest Lichess accuracy in a game of at least 20 moves. Ties: board order.
  • Cleanest Game Lowest combined average centipawn loss of both players, at least 20 moves. Ties: board order.
  • Wildest Game Highest combined average centipawn loss of both players, at least 20 moves. Ties: board order.
  • Biggest Blunder The Lichess-marked blunder that cost the most winning chances. Ties: board order.
  • Swindle of the Day Won a game that the engine had at −3.00 or worse for the winner; the deepest hole wins. Ties: board order.
  • Heartbreak Lost or drew a game the engine had at +3.00 or better for them; the biggest lead wins. Ties: board order.
  • Rollercoaster Most swings between a one-pawn lead for White and one for Black, in a game of at least 20 moves. Ties: board order.
  • Lucky Escape The opponent let a forced mate slip, as Lichess marked it, and did not win; the shortest missed mate wins. Ties: board order.
  • Ice Cold Longest game of at least 30 moves in which one side got no inaccuracy, mistake or blunder mark from Lichess. Ties: board order.

Chess culture

  • Royal Walkabout The king stepped off its home square by move 15 while it could still castle, was not in check and both queens were on. The earliest walk wins. Ties: earlier, then board.
  • Botez Gambit The queen went right after a move Lichess marked ??: taken on the next move, not won back, and still three points down soon after. The earliest one wins. Ties: earlier, then board.
  • Never Play f6 Ben Finegold says never push the f-pawn one square. These players did it by move 10 (f3 or …f6) and won anyway. Ties: earlier push, then board.
  • Brilliant!! A real sacrifice: the piece was taken at once and the player stayed at least two points down, yet Lichess found nothing wrong with the move. The biggest gift wins. Ties: board order.
  • Tal’s Dark Forest “Take your opponent into a deep dark forest”: won after the longest stretch at least three points down in material. Ties: board order.
  • The Carlsen Grind Won a long game from nothing: the eval stayed within ±1.00 through move 40, and the win came after move 60. The longest grind wins. Ties: board order.
  • Pigs on the 7th Both rooks on the opponent’s second rank, eating everything; the longest stay wins. Ties: board order.
  • Short’s King Walk The king marched to its fifth rank or beyond before the endgame, with the enemy queen still on (Short–Timman, Tilburg 1991). The deepest walk wins. Ties: earlier, then board.

Collections

  • Underpromotion Every promotion to a knight, bishop or rook this round. Ties: board order.
  • En Passant Every en passant capture of the round. Ties: board order.
  • Mate Gallery Checkmates with a name: back-rank, smothered, Anastasia’s, Arabian, hook, dovetail, Boden’s, double-bishop, double check, pawn, promotion, king move or castling. Ties: board order.
  • Family Fork A knight gave check and attacked the queen at the same time, from a square where it could not simply be taken. The ones that won the queen come first. Ties: queen won next move first, then board.
  • Holy Hell En passant was on the board and the player left it alone. En passant is forced, allegedly. Ties: board order.
  • Shahrukh Castled with check. Timur is said to have named his son Shah Rukh after the king-and-rook move he had just played when the news of the birth arrived. Ties: board order.
  • Il Vaticano Two bishops on one rank, three files apart, with two enemy pawns between them: the r/AnarchyChess cathedral. The first time for each player is listed. Ties: board order.
  • Poisoned Pawn The queen grabbed the b-pawn (Qxb7 or …Qxb2) by move 15. Fischer’s favourite snack; the result tells whether it was poisoned. Ties: board order.
  • Greek Gift The classic bishop sacrifice on h7 (or …h2): the bishop took the pawn with check. Ties: board order.
  • Pawn Cube Four pawns on a 2×2 block, the r/AnarchyChess cube. The first time for each player is listed. Ties: board order.
  • Pawn Diamond Four pawns around an empty square: one below, two beside, one above. The first time for each player is listed. Ties: board order.
  • Connect Four Four or more pawns side by side on one rank beyond their starting rank. The first row of each player is listed, the longest first. Ties: longer row first, then board order.
  • Irish Pawn Centre Three pawns on one file, one behind the other. The first time for each player is listed. Ties: board order.
  • The Hard One Checkmate with nothing but a bishop and a knight against a bare king. Ties: board order.
  • Photo Finish Both sides promoted a pawn within four moves of each other. Ties: board order.
  • Royal Court A third queen on the board. Ties: board order.

Match awards

  • Whitewash Won the match 4–0, forfeits included. Ties: round, then team name. Each round and the event.
  • Comeback Match Lost on board 1 and still won the match. Ties: round, then team name. Each round and the event.
  • Team of the Round Highest performance over the four boards: average opponent rating plus 400 × (wins − losses) ÷ 4, all four played against rated opponents. Ties: team name. Each round, 4 finished games needed.
  • Slingshot Won a match against the team that looked strongest on paper: the largest gap in average rating, all four boards played and rated. Ties: team name. Each round and the event, 4 finished games needed.
  • Treaty of Samarkand A 2–2 match of four draws, peace signed on every board. Ties: round, then team name. Each round and the event.
  • Giant Killers Most matches won against a team with the higher average rating over the four boards, all eight players rated. Ties: larger rating gaps in total first, then team name. The event so far.
  • Clean Sheet Most matches won without losing a board. Ties: team name. The event so far.
  • Nail-Biters Most matches won by the narrowest margin, 2½–1½. Ties: team name. The event so far.
  • Marathon Match The match whose four boards ran longest, in moves added together. Ties: round, then team name. Each round.
  • Sprint Match The match whose four boards were over quickest, in moves added together; forfeits never count. Ties: round, then team name. Each round.
  • Bloodiest Match The match with the most captures over its four boards. Ties: round, then team name. Each round.
  • Quietest Match The match with the fewest captures over its four boards. Ties: round, then team name. Each round.
  • Theory Match The match that stayed in the book longest: the opening phases of its four boards added, in moves. Ties: round, then team name. Each round.
  • Endgame Match The match with the most endgame moves over its four boards. Ties: round, then team name. Each round.
  • Thrill Ride The match with the most swings between a one-pawn lead for White and one for Black over its four boards; every board needs Lichess's full analysis. Ties: round, then team name. Each round.

Teams: results and rating

  • Draw Kings Highest share of draws among the team's finished games. Ties: more games first, then team name. The event so far, 4 finished games needed.
  • Fighting Spirit Lowest share of draws over all the team's finished games of the event. Ties: more games first, then team name. The event so far, 4 finished games needed.
  • Iron Defence Fewest board losses per game over all the team's finished games of the event. Ties: more games first, then team name. The event so far, 4 finished games needed.
  • Perfect Board Best score on each board of the team list, over at least three finished games. Ties: per board; more games first, then team name. The event so far, 3 finished games needed.
  • Board Medal Race Highest performance rating on each board among players with eight or more games. Ties: per board; more games first, then team name. The event so far, 8 finished games needed.
  • Dark Horse Climbed furthest from its seed, the place on the initial ranking list, to where it stands now. Ties: better place first, then team name. The event so far.
  • Overachievers Scored most above what the ratings expected, per game with both players rated. Ties: more games first, then team name. The event so far, 8 finished games needed.
  • Rating Harvest Gained the most rating points as a squad over the event so far. Ties: team name. The event so far, 4 finished games needed.
  • Black Belt Best score with the black pieces over the event so far. Ties: more games as Black first, then team name. The event so far, 4 finished games needed.
  • Deep Bench Largest share of the team's game points scored on boards 3 and 4 of its matches. Ties: more points first, then team name. The event so far, 8 finished games needed.

Teams: style

  • Bloodiest Nation Most captures per game across the team's finished games. Ties: more games first, then team name. The event so far, 4 finished games needed.
  • Marathon Nation Longest average game, in moves, over the team's finished games. Ties: more games first, then team name. The event so far, 4 finished games needed.
  • Sprint Nation Shortest average game, in moves, over the team's finished games. Ties: more games first, then team name. The event so far, 4 finished games needed.
  • Space Invaders Most moves into the opponent's half per 100 of the team's own moves. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Check, Please Most checks given per game over the team's finished games. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • The Late Knight Show Most knight moves from move 31 on, per game, over the team's finished games. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Promotion Party Most promotions by the team's players. Ties: fewer games first, then team name. Each round and the event, 4 finished games needed.
  • Chicken Nation Most retreating moves per 100 of the team's own moves; castling never counts. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Forward March Fewest retreating moves per 100 of the team's own moves. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Pawn Pushers Most pawn moves per 100 of the team's own moves. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Favourite Piece For each piece, the team whose own moves have the highest share of it. Ties: per piece; more games first, then team name. Each round and the event, 4 finished games needed.
  • Wandering Kings Most king moves per game over the team's finished games. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Safety First Earliest castling on average, over the games in which the team castled at all. Ties: more castlings first, then team name. Each round and the event, 4 finished games needed.
  • The Diplomats Fewest captures per game across the team's finished games. Ties: more games first, then team name. The event so far, 4 finished games needed.
  • Finishers Most checkmates delivered on the board. Ties: higher share of wins by mate first, then team name. Each round and the event.
  • Bookworms Longest opening phase on average, in moves, over the team's finished games. Ties: more games first, then team name. The event so far, 4 finished games needed.
  • Endgame Nation Most endgame moves per game; a game that never reached an endgame adds none. Ties: more games first, then team name. The event so far, 4 finished games needed.
  • Creatures of Habit Fewest different opening families per game over the event so far. Ties: more games first, then team name. The event so far, 8 finished games needed.
  • Déjà Vu Two of the team's games with the same colour that followed the same moves for longest; both are listed. Ties: earlier round first, then team name. Each round and the event.

Teams: clocks

  • Deep Thinkers Most seconds per move over the team's games with usable clocks. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Quick Draw Fewest seconds per move over the team's games with usable clocks. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Zeitnot Nation Highest share of moves played with under five minutes on the clock. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Time in the Bank Most time left on the clock after the last move, on average. Ties: more games first, then team name. Each round and the event, 4 finished games needed.

Teams: engine

  • Precision Nation Highest average Lichess accuracy over the team's analysed games. Ties: more games first, then team name. Each round and the event, 4 finished games needed.
  • Ice Cold Nation Fewest moves Lichess marked as blunders per analysed game, over the event so far. Ties: more games first, then team name. The event so far, 8 finished games needed.
  • Escape Artists Most games won or drawn from a position the engine had at −3.00 or worse. Ties: deeper hole first, then team name. Each round and the event.
  • Thrill Seekers Most swings between a one-pawn lead for White and one for Black, per analysed game. Ties: more games first, then team name. The event so far, 8 finished games needed.

Teams: squad

  • Youngest Squad Lowest average age of the players fielded, counted from their birth years. Ties: more birth years known first, then team name. The event so far.
  • Most Experienced Squad Highest average age of the players fielded, counted from their birth years. Ties: more birth years known first, then team name. The event so far.