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Alekhine Defense: Exchange Variation, Karpov Variation

Moves

White scores

50.3%

About even
Loses moreEvenWins more

47.4% won5.9% drawn46.8% lost

Every level and clock · 1.0K games

8
7
6
5
4
3
2
a1
b
c
d
e
f
g
h
11.Bf4
Analyze this line

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<100010001200140016001800200022002500+

Win rate by rating

White's score at each rating.

RatingScore against evenScoreWonGames
–
–1
–3
–18
–78
43.8%41.4%200
51.4%48.8%301
54.4%50.8%397
–49

Every clock · Faint: few games. –: too few to score. Tap a row to set your level.

Is the Exchange Variation, Karpov Variation good?

Even for White, across every level and clock.

Floor 47.8 is the worst score you would still get, 90% confident.

Where it wins · rating × clock

<100010001200140016001800200022002500+Every levelUltraBulletBulletBlitzRapidClassical

Faint, hatched: few games, never the best or worst. –: too few to score. Tap a cell to set your level and clock.

Average game length

How do you score in your own openings?

Leaks reads your recent games and lists the openings you score worst in.

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More Alekhine Defense lines

Most played first; each line counts its own games.

All 53 Alekhine Defense lines →
Analyze the Alekhine Defense: Exchange Variation, Karpov VariationSee which move scores best at your level, one move at a time

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Methodology

Across every level and clock, the Alekhine Defense: Exchange Variation, Karpov Variation scores 50.3% for White, with a range running from 47.8% to 52.8% around that figure, from 1.0K rated Lichess games. Win rate, draw rate and loss rate come from games played September 2023 to August 2026.

How the figures are made
Whose games these are
1.0K rated games played on Lichess (2023-09 to 2026-08). The games are Lichess’s and free for anyone to use. What is ours is the reading of them. Last rebuilt September 2026.
Which games we count
  • Rated games only — nothing casual.
  • Both players within 200 rating points of each other. A mismatch tells you about the gap, not about the opening.
  • At least 2 moves played.
  • A game is filed under White’s rating.
Why every number comes with a range
A number off a few hundred games is a guess. The same number off millions is a fact. The range is what tells them apart, and it is what the lists rank on — so an opening cannot reach the top on a lucky run of forty games. The more games behind a figure, the narrower its range.
What the Floor and Edge at worst are
The Floor is the worst score you would still get, 90% confident: the low end of a figure’s range, not its average. Edge at worst is how far wins run ahead of losses, 90% confident, so above zero, that side wins more than it loses even on a bad day. Each is stated for the rating and clock shown, over the games that reached the position. They are on different scales: a score sits at 50 when the sides are level, an edge at zero.
How much we need before we say anything
An opening page needs 100 games. A figure on it needs 100 games at its rating and clock: short of that the answer reads a wider scope and says so, a table row shows only its count, and a map cell shows a dash. Under 1.0K games a figure is drawn faint, and never leads a list or counts as the best or worst place the line wins. The chaos and trap lists need 500 games overall and 250 games at one rating or clock.