Bloodbath
21captures
Most captures in one game of at least 10 moves.
8 of 410 games finished, 86% of them decisive. 1 team won 4–0.
games finished of 410
decisive; White scored 50%
moves per game
moves in the longest game
White wins, 50%
draws, 13%
Black wins, 38%
3 checkmates on the board, 0 draws by repetition, 0 stalemates, 0 draws before move 30 and 3 forfeits.
Left out of the statistics: Aputsiak Niels Janussen – Abon Arelong — Arelong, unrated, was mated in four moves in rounds 5 and 6, and his games would fill the short-game records and awards on their own. The result 1–0 stands.
average accuracy, as Lichess scores it
blunders per game
mistakes, as Lichess marks them
blunders, as Lichess marks them
average time per move
of moves played with under 5 minutes left
Lichess analysed 7 of 7 finished games, with 25 inaccuracies, 20 mistakes and 15 blunders. Times come from the relay clocks of 7 games.
21captures
Most captures in one game of at least 10 moves.
18captures
Fewest captures in one game of at least 30 moves.
39moves
The longest game of the round.
16moves
Shortest decisive game of at least 10 moves; forfeits do not count.
19moves
The earliest checkmate actually delivered, not a resignation.
21moves
The longest endgame of the round, by Lichess's phase divider.
9moves
Two pieces attacked each other for the longest time and nobody took.
6attackers
The piece with the most attackers and defenders pointed at it at one moment.
25moves
The latest real queen trade: both queens captured within two plies of each other.
11moves
The earliest real queen trade in a game of at least 20 moves.
39moves
The shortest draw; before move 30 only repetition or stalemate is allowed.
Not awarded yet: David vs Goliath, Bare King Optimist, Houdini.
6captures in a row
The longest run of consecutive captures, both sides taking turns.
3checks in a row
Most consecutive checks by one side; a quiet move ends the hunt.
19moves
The earliest rook to leave its back rank for the third rank or beyond, without capturing.
21moves
The latest castling of the round.
11king moves
Most king moves by one side in a game of at least 30 moves.
12squares
The original queen that travelled the most squares; promoted queens do not count. The metres are at human scale, a long stride per square.
22.9% retreats
Highest share of moves that went backwards, over at least 25 own moves.
10knight moves
Most knight moves by one side.
6captures
Most captures landing on dark squares by one side.
7captures
Most captures landing on light squares by one side.
5pawn captures
Most captures made by pawns by one side.
4arrivals
The one piece that landed on d4, d5, e4 or e5 most often.
8squares
The one piece that stood on the most different squares, its start square included.
41.7% of piece moves
Highest share of one piece type among a side's piece moves, over at least 20 of them.
7pawn moves
Most pawn moves by one side while the game was still in its opening.
35.3% edge moves
Highest share of moves from or to the a- and h-files, over at least 25 own moves.
120rating points
The decisive game with the biggest rating gap won by the lower-rated player.
2011average rating
The game with the highest average rating.
17years
The youngest player who played this round, by birth year.
61years
The oldest player who played this round, by birth year.
12years
The largest age gap between two opponents.
Not awarded yet: Giant Slayer, Untitled Hero, GM Scalp.
15:47on one move
Most time spent on a single move, from the relay clocks.
1:25:31left at the end
Most time left at the end of a won game of at least 30 moves.
5:00thinking, then a blunder
Longest think that ended in a blunder, as Lichess marks them.
Not awarded yet: Zeitnot Addict, Time Scramble Survivor, Increment Farmer, Flag Fall.
From the relay clocks of 7 of 7 finished games; games with missing, hand-entered or corrected clocks are left out, and time left after move 40 counts only once the clock shows the extra 30 minutes.
98.6% accuracy
Highest Lichess accuracy in a game of at least 20 moves.
52combined centipawn loss
Lowest combined average centipawn loss of both players, at least 20 moves.
119combined centipawn loss
Highest combined average centipawn loss of both players, at least 20 moves.
74.4% win chance lost
The Lichess-marked blunder that cost the most winning chances.
−4.23at the worst
Won a game that the engine had at −3.00 or worse for the winner; the deepest hole wins.
+5.48at the best
Lost or drew a game the engine had at +3.00 or better for them; the biggest lead wins.
2swings
Most swings between a one-pawn lead for White and one for Black, in a game of at least 20 moves.
Not awarded yet: Lucky Escape, Ice Cold.
From Lichess’s computer analysis of 7 of 7 finished games. Inaccuracies, mistakes and blunders are the ones Lichess marks on the move.
Nothing to hand out yet; games are still running.
Homages to chess memes, famous games and Samarkand lore, meant kindly. Brilliant!!, Botez Gambit and The Carlsen Grind use Lichess’s analysis of 7 of 7 finished games; the rest look at every finished game.
Nothing to hand out yet; games are still running.
The awards that list every case instead of crowning one, read from the position on every move; the overview counts them across the rounds. The Hard One, Il Vaticano, the pawn shapes and Royal Court may well stay empty for a round or two.
1match
Won the match 4–0, forfeits included.
Not awarded yet: Comeback Match, Team of the Round, Slingshot, Treaty of Samarkand, Marathon Match, Sprint Match, Bloodiest Match, Quietest Match, Theory Match, Endgame Match, Thrill Ride.
Rates over each team’s finished games of the round, four needed. The event-wide team awards, the category leaders and the board race are on the standings page.
2checkmates
2 of 3 wins by checkmate on the board
Most checkmates delivered on the board.
½identical moves
Two of the team's games with the same colour that followed the same moves for longest; both are listed.
Not awarded yet: Space Invaders, Check, Please, The Late Knight Show, Promotion Party, Chicken Nation, Forward March, Pawn Pushers, Favourite Piece, Wandering Kings, Safety First.
Nothing to hand out yet; teams need all four boards finished.
Over the relay clocks of 7 of 7 finished games; a team needs four such games.
1game saved
the deepest hole -5.48
the deepest hole -4.23
Most games won or drawn from a position the engine had at −3.00 or worse.
Not awarded yet: Precision Nation.
Over Lichess’s analysis of 7 of 7 finished games; a team needs four analysed games.
moves of opening
moves of middlegame
moves of endgame
Averages per game, with the phases split as Lichess splits them. 71% of the games reached an endgame; the first capture came on move 6.3 on average.
| Endgame | Reached | At the end |
|---|---|---|
| Rook | 1 | 1 |
| King and pawn | 0 | 0 |
| Queen | 0 | 0 |
| Bishop | 0 | 0 |
| Knight | 0 | 0 |
| Queen and rook | 0 | 0 |
A rook endgame has nothing but kings, pawns and rooks left; the others likewise, as the Lichess puzzle tagger defines them. A game can pass through several types, so the first column adds up to more than the games.
Each band runs from the games that reached the endgame to those that still had it on the last move; the rest went on into another type. One scale for both columns.
captures, 14.1 per game
checks
castled kingside
castled queenside
games without castling
promotions, 0 under
en passant captures
Share of all finished games. Opening names and ECO codes come from Lichess, based on the position reached.
The round’s openings as a tree: the five volumes of the opening encyclopaedia (A flank openings, B semi-open games, C open games and the French, D closed games and the Grünfeld, E Indian defences), their families, and every variation played. A line grows with the games through it; the red thread leads to the round’s rarest openings.
Point at a line or a name to name the opening; click to open it on Lichess.Tap a name to name the opening; tap it again to open it on Lichess.
A bar per family: White’s wins, the draws, Black’s wins. The tick is the family’s score for White, the grey line the round’s; a tick right of it, and White did better than usual. Framed in red, the best for White and the best for Black of the families with at least 5 games.
| Family | Games | White wins | Draws | Black wins | White’s score |
|---|---|---|---|---|---|
| Sicilian Defense | 3 | 1 | 1 | 1 | 50% |
| French Defense | 2 | 0 | 0 | 2 | 0% |
| Dutch Defense | 1 | 1 | 0 | 0 | 100% |
| Scotch Game | 1 | 1 | 0 | 0 | 100% |
Not enough games yet.
Not enough games yet.
Openings with at least 5 games.
pawn moves, 28%
knight moves, 20%
bishop moves, 15%
rook moves, 15%
queen moves, 12%
king moves, 11%
| Piece | Captured | Still on the board at the end |
|---|---|---|
| pawns | 38 | 66% |
| knights | 21 | 25% |
| bishops | 24 | 14% |
| rooks | 9 | 68% |
| queens | 7 | 50% |
2 by White, 1 by Black
The mating piece is read from the final position. A piece opens onto its mates.
A dot per checkmate on the move it fell, filled for a mate by White, hollow for one by Black, the fastest in red. Each piece in the list opens onto its games.
Darker means more moves, on a square-root scale.
Never visited: a1, a2, a7, a8, b8.
Quietest square with any traffic: a3, 1.
Where the pieces went in the finished games of the round.