Blackmar-Diemer Gambit Accepted: Gunderam Defense
Black scores
51.4%
About even49.5% won3.6% drawn46.8% lost
Every level and clock · 139K games
Win rate by rating
Black’s score peaks in the middle, at 1800–1999.
| Rating | Score against even | Score | Won | Games |
|---|---|---|---|---|
| 48.9% | 47.5% | 3.2K | ||
| 48.9% | 47.5% | 7.5K | ||
| 50.7% | 49.3% | 14K | ||
| 51.2% | 49.8% | 23K | ||
| 52.2% | 50.4% | 28K | ||
| 52.4% | 50.4% | 30K | ||
| 51.5% | 49.2% | 21K | ||
| 50.3% | 47.9% | 12K | ||
| Hits hardest | 47.5% | 44.6% | 1.9K |
Every clock · Tap a row to set your level.
Is the Gunderam Defense good?
Even for Black, across every level and clock.
Floor 51.1 is the worst score you would still get, 90% confident.
Where it wins · rating × clock
Faint, hatched: few games, never the best or worst. –: too few to score. Tap a cell to set your level and clock.
Facing the gambit
Black still scores under 50% against it at 2500+, the highest rating measured.
Average game length
How do you score in your own openings?
Leaks reads your recent games and lists the openings you score worst in.
More Blackmar-Diemer Gambit Accepted lines
Most played first; each line counts its own games.
- Ryder Gambit44.5%5.Qxf3895K games
- Teichmann Defense45.1%5…Bg4752K games
- Euwe Defense39.8%5…e6728K games
- Ziegler Defense43.2%5…c6333K games
- Pietrowsky Defense45.1%5…Nc6272K games
- Bogoljubow Defense51.5%5…g693K games
Methodology
Across every level and clock, the Blackmar-Diemer Gambit Accepted: Gunderam Defense scores 51.4% for Black, with a range running from 51.1% to 51.6% around that figure, from 139K 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
- 139K 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.