Blackmar-Diemer Gambit: Diemer-Rosenberg Attack
White scores
49.4%
About even47.9% won3.1% drawn49.1% lost
Every level and clock · 171K games
Win rate by rating
White’s score peaks in the middle, at 1200–1399.
| Rating | Score against even | Score | Won | Games |
|---|---|---|---|---|
| 47.3% | 45.6% | 16K | ||
| 48.8% | 47.3% | 21K | ||
| Widest edge | 50.3% | 48.9% | 29K | |
| 49.7% | 48.2% | 33K | ||
| 50.1% | 48.6% | 31K | ||
| 50% or less from here ↓ | 49.7% | 48.0% | 23K | |
| 49.6% | 48.0% | 14K | ||
| 47.1% | 44.9% | 4.0K | ||
| – | 48 |
Every clock · –: too few to score. Tap a row to set your level.
Is the Diemer-Rosenberg Attack good?
Even for White, across every level and clock.
Floor 49.2 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.
Does the gambit hold up?
From 1800–1999 up, White scores 50% or less at every rating measured.
Average game length
More about this line
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 lines
Most played first; each line counts its own games.
- Blackmar Gambit52.4%3.f31.7M games
- von Popiel Gambit52.9%3.Nc3 Nf6 4.Bg5869K games
- Netherlands Variation55.6%3.Nc3 f5758K games
- Zeller Defense54.3%3.Nc3 Bf5651K games
- Fritz Attack47.8%3.Bc4358K games
- Rasa-Studier Gambit50.1%3.Nc3 Nf6 4.Be3196K games
Methodology
Across every level and clock, the Blackmar-Diemer Gambit: Diemer-Rosenberg Attack scores 49.4% for White, with a range running from 49.2% to 49.6% around that figure, from 171K 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
- 171K 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.