At 600, the Blackmar-Diemer Gambit Accepted: Ryder Gambit scores 47.5% for White across 448 games. That is below average at this level. Games in this line leave known theory around move 5 on average, and 0.0% include an early material blunder (2 games at 600).
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Blackmar-Diemer Gambit AcceptedRyder Gambit
1. d4 d5 2. e4 dxe4 3. Nc3 Nf6 4. f3 exf3 5. Qxf3
A line for White. Every figure below is computed separately for each rating band, and every one carries its own sample size.
- Win rate, White
- 47.5%55.6%54.5%52.4%
- Band 600, n = 448Band 1000, n = 3,957Band 1400, n = 3,962Band 1800, n = 8,245
- Blunder rate
- 0.0%25.0%33.3%60.0%
- Band median 44.6%Band median 42.9%Band median 40.0%Band median 36.4%
- Tier
- CABC
- White, band 600White, band 1000White, band 1400White, band 1800
- Share of games
- 0.0%0.0%0.0%0.0%
- Of band 600 gamesOf band 1000 gamesOf band 1400 gamesOf band 1800 games
| Band | White | Draw | Black | Blunder | Book exit | Games | Tier |
|---|---|---|---|---|---|---|---|
| 600 | 47.5% | 3.8% | 48.7% | 0.0% | ply 9.0 | 448 | C |
| 1000 | 55.6% | 2.5% | 41.9% | 25.0% | ply 9.5 | 3,957 | A |
| 1400 | 54.5% | 2.1% | 43.4% | 33.3% | ply 9.0 | 3,962 | B |
| 1800 | 52.4% | 3.7% | 43.9% | 60.0% | ply 9.0 | 8,245 | C |
Results by band
What it actually does, band by band.
All four bands are on the page. The one matching your rating is marked. Nothing here is averaged across bands.
At 1000, the Blackmar-Diemer Gambit Accepted: Ryder Gambit scores 55.6% for White across 3,957 games. That is comfortably above average at this level. Games in this line leave known theory around move 5 on average, and 25.0% include an early material blunder (4 games at 1000).
At 1400, the Blackmar-Diemer Gambit Accepted: Ryder Gambit scores 54.5% for White across 3,962 games. That is close to the average at this level. Games in this line leave known theory around move 5 on average, and 33.3% include an early material blunder (6 games at 1400).
At 1800, the Blackmar-Diemer Gambit Accepted: Ryder Gambit scores 52.4% for White across 8,245 games. That is below average at this level. Games in this line leave known theory around move 5 on average, and 60.0% include an early material blunder (5 games at 1800).
Blunders and traps
How this opening ends early.
The known traps that live inside the Blackmar-Diemer Gambit Accepted: Ryder Gambit. The rates are how often each one actually lands in your band, counted against every sampled game in that band.
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Halosar Trap
1. d4 d5 2. e4 dxe4 3. Nc3 Nf6 4. f3 exf3 5. Qxf3 Qxd4 6. Be3 Qb4 7. O-O-O Bg4
Sprung by White. The move that invites it is Bg4.
A Blackmar-Diemer Gambit ambush. 7...Bg4 attacks the queen but 8. Nb5 hits c7 and b4 at once, and Qxb7 follows.
Read as: how often this trap line is completed per sampled game in the band.
How the Blunder Rate is measured. A material swing of three points or more inside the first 24 half-moves after leaving book, detected without an engine evaluation. It is a proxy for how sharp a position is in practice, not an engine verdict, and it is computed from a monthly game sample rather than the full corpus behind the win rates. Trap hit rates count a trap only when its full line is completed on the board.
Questions
Common questions about this page.
At 600, the Blackmar-Diemer Gambit Accepted: Ryder Gambit scores 47.5% for White across 448 games. That is below average at this level. Games in this line leave known theory around move 5 on average, and 0.0% include an early material blunder (2 games at 600).
At 1000, the Blackmar-Diemer Gambit Accepted: Ryder Gambit scores 55.6% for White across 3,957 games. That is comfortably above average at this level. Games in this line leave known theory around move 5 on average, and 25.0% include an early material blunder (4 games at 1000).
The Blackmar-Diemer Gambit Accepted: Ryder Gambit (D00) is a line for White. The main line runs 1. d4 d5 2. e4 dxe4 3. Nc3 Nf6 4. f3 exf3 5. Qxf3.