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A Chess Data Story · (updated ) · 329,518 Lichess games analyzed

You're two pawns up.
Do you actually win?

In one of our recent exchanges, GM Noël Studer of Next Level Chess suggested looking into what actually becomes of a big engine advantage at the end of the opening. So I had a close look at games in the FlawChess benchmark database where a player, facing an opponent of nearly the same rating, reached the middlegame with a Stockfish evaluation of at least +2.0, the engine's way of saying "about two pawns up". That can mean extra material, a superior position, or both. Then I checked how those games actually ended for different rating levels and time controls. The answer might change how you think about "winning positions".

71%
the leader wins
4%
draw
25%
the leader loses

All 82,023 games that entered the middlegame at +2.0 or better, all ratings combined. "At least" matters: the median lead here is +3.6 pawns, and a bare two-pawn lead does considerably worse than the headline (section 3).

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A two-pawn lead is not a won game, at any level

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Players who start the middlegame two pawns up or better go on to lose roughly one game in four. And this is not just a beginner problem: even at 2400 Lichess, more than one of these games in five still ends in defeat for the player who had the advantage.

Games LOST by the player who entered the middlegame at least two pawns up

Takeaway: the engine bar says "winning". The scoreboard says "maybe". A lead is a promise you still have to keep.
View the data
RatingGames with an entry leadMedian leadLeader loses
8006,998+4.427.9%
120023,390+4.127.9%
160024,962+3.625.2%
200017,469+3.122.6%
24009,204+2.921.8%
2

Big leads are everywhere at club level, rare among masters

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At 800, a majority of games (58%) already have a two-pawn advantage for someone when the middlegame starts: openings decide games early. By 2400 that collapses to 10%. Strong players simply don't hand over (or receive) free material in the opening.

Share of ALL games that begin the middlegame with someone two pawns up

View the data
RatingShare of games entering with a big lead
80057.5%
120044.5%
160030.8%
200018.5%
240010.3%
3

"Two pawns up" usually means more than two pawns

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Two pawns is the floor of this group, not its typical member. Half of these leads are bigger than +3.6 pawns, and roughly one in four is +5 or more, worth about a rook. Size changes everything: a bare two-pawn lead is lost 32% of the time, while a five-pawn lead is lost only 14.6% of the time. The 25% headline is an average across all of them.

Games LOST by the leader, by how big the lead was when the middlegame began

Takeaway: if you are exactly two pawns up, your real risk is closer to one loss in three than one in four. Every number elsewhere on this page is flattered by the games where somebody was already a piece ahead.
View the data
Size of the leadGamesShare of gamesSustained-lead winWin after slipDrawLeader loses
+2 to +329,56136%18.9%44.9%4.4%31.8%
+3 to +533,69141.1%43.5%27%3.6%25.9%
+5 to +1016,93820.7%69.3%14.2%1.9%14.6%
+10 or mate1,8332.2%84.6%8.7%0.5%6.2%
4

Masters hold their leads better. The averages hide it.

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Split every one of these games into four endings and something odd appears: the share of sustained-lead wins (the advantage stays at two pawns or more the whole way from middlegame entry to the win) barely moves with rating, sitting near 40% everywhere. It is tempting to conclude that masters are no better at holding on to a lead. That conclusion is wrong, and the reason is section 3.

Four outcomes of a two-pawn-or-better middlegame lead

View the data
RatingSustained-lead winWin after slipDrawLeader loses
80040.8%28.2%3.1%27.9%
120041.1%28.5%2.5%27.9%
160041.4%30.1%3.3%25.2%
200040.6%32.4%4.4%22.6%
240039.3%34%4.8%21.8%

Weaker players are handed much bigger leads (median +4.4 pawns at 800 against +2.9 at 2400), and bigger leads are easier to hold on to. That mix effect swallows the skill effect whole and flattens the green bar. Compare like with like, the same size of lead at middlegame entry for every rating, and the flatness disappears.

Sustained-lead wins by rating, holding the size of the entry lead fixed

Takeaway: masters are better at holding a lead and better at fighting back when it slips. Given the same two-to-three-pawn lead, sustained wins climb from 16% at 800 to 23% at 2400. The flat bar in the first chart is an illusion produced by who gets which size of lead.
View the data
RatingEntry lead +2 to +3Entry lead +3 to +5Entry lead +5 to +10All sizes
80015.6%32.2%61.5%40.8%
120015.4%38%66.3%41.1%
160017.9%43.7%72.4%41.4%
200020.6%50.3%77.2%40.6%
240023.2%53.6%78.6%39.3%
5

Two ways to lose a won game: outplayed, or flagged

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At 800, 30% of two-pawn blitz leads end in defeat against 22% in classical, so blitz looks like the worst place to hold an advantage. But split those defeats by how the game actually ended and two very different problems appear. Losing on the board is a rating problem: the three time controls sit almost on top of each other, falling from roughly 20% at club level to 13–16% at 2400. Losing on the clock is a time-control problem: blitz leaders flag away 6–9% of these winning positions at every rating, rapid players about 3%, classical players about 1%, and getting stronger barely moves it. Those flag falls are genuine throwaways: in 41% of them the engine still had the blitz leader two pawns up on the final move.

Games LOST by the leader: on the board vs on the clock

Lost on the board

Lost on the clock

Takeaway: nearly one in three blitz leads that get thrown away are thrown away on the clock, not on the board. Improving your chess fixes board losses, but it barely touches flagging. If you keep losing won blitz games, part of the cure is not tactics at all, it's the clock: moving from blitz to rapid cuts flag losses from about 7% to 3% of these winning positions, and classical nearly eliminates them. Only above 2000 does speed also start costing games on the board: at 2400, with clock-decided games removed from the count entirely, blitz leaders still lose 19% of these positions against 14% in classical.
View the data
RatingTime controlLost on the boardLost on the clockDisconnectTotal lostBoard only*
800Blitz20.1%9.4%0.6%30.1%25.6%
800Rapid22.5%2.6%1%26.1%24.7%
800Classical18.3%0.5%2.9%21.6%20.9%
1200Blitz21.4%8.5%0.5%30.4%26.7%
1200Rapid23.9%2.3%0.7%26.9%25.9%
1200Classical23.5%0.6%1.4%25.4%25.1%
1600Blitz20.3%6.2%0.4%26.9%24.3%
1600Rapid21.9%2.4%0.6%24.9%23.7%
1600Classical21.8%1.4%1%24.2%23.5%
2000Blitz17.4%7.9%0.2%25.5%21.5%
2000Rapid19.1%3%0.3%22.3%20.9%
2000Classical18.1%1.2%0.5%19.8%19.2%
2400Blitz15.6%7.4%0.2%23.2%19.2%
2400Rapid16.3%3.5%0.2%20%17.8%
2400Classical12.9%1.4%0%14.3%13.6%

* Share of losses among games that were actually decided on the board, with clock-decided games removed from the count entirely. The three loss columns are shares of all entry-lead games and add up to "Total lost", to rounding. The chart shows the board and clock components; disconnects (at most 2.2% in any cell) appear only in this table.

What to take to your next game

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