According to Lichess (September 2026, N = 131,504 games), White scores 52.2% against the Dutch Defense. You meet 1.d4 with 1…f5, and your f-pawn controls e4 from the side. It appears in 0.4% of games, and at 1500–1700 it is played almost twice as often as at 900–1100. Strong players follow 2.c42…f63.c33…e6.
Lichess games from September 2026 (30,577,162 rated 900 to 1700) and 31,791 over-the-board games rated 2300+ from the last 12 months. Data updated: October 14, 2026.
At a glance
Moves
1.d4f5
ECO
A80, A84
Amateur games
131,504
Of all games rated 900 to 1700
0.4%
White's score
Lichess 900–1700: 52.2% · Online, 2200+: 53.0% · Over the board, 2300+: 58.0%
Evaluation after 1…f5
+0.48
58 named lines in this family; 1 with their own page.
By rating
The opening's share in each Lichess rating band.
0.3%900–1100
0.3%1100–1300
0.4%1300–1500
0.6%1500–1700
What amateurs play and what strong players play
After 1.d41…f5, the public mostly plays 2.c4, in 26 of every 100 games, and 2.f4, in 1 of every 4. Strong online players prefer 2.c4 and 2.f3, and over the board 2.g3 shows up in 30 of every 100. Against 2.c4, your 2…f6 is the reply in 66 of every 100 public games and 82 of every 100 strong ones. After 3.c3, the public goes on with 3…e6 in 60 of every 100; strong online players alternate between 3…e6 and 3…g6. In the public games the most common next move is 4.g5, pinning your f6 knight to the queen: you face it in 34 of every 100 games, and you score 53 of every 100 points in them.
After 1.d4f5 · N = 124,022
Move
Lichess 900–1700
White's score
Online, 2200+
Over the board, 2300+
c4
25.8%
50.6%
23.4%
37.5%
f4
24.7%
53.0%
no data
no data
f3
14.9%
53.3%
20.0%
16.0%
c3
11.0%
53.1%
11.9%
4.0%
e3
10.3%
51.3%
no data
no data
e4
2.8%
55.2%
9.1%
3.0%
g3
no data
no data
11.4%
29.5%
g5
no data
no data
9.8%
7.5%
After 1.d4f52.c4 · N = 33,219
Move
Lichess 900–1700
White's score
Online, 2200+
Over the board, 2300+
f6
65.6%
50.4%
81.6%
93.0%
e6
23.3%
48.8%
13.9%
no data
g6
3.8%
51.1%
2.3%
7.0%
d6
2.5%
53.8%
2.3%
no data
d5
1.7%
60.0%
no data
no data
b6
0.8%
55.5%
no data
no data
After 1.d4f52.c4f6 · N = 21,635
Move
Lichess 900–1700
White's score
Online, 2200+
Over the board, 2300+
c3
66.4%
50.4%
58.5%
75.8%
f3
12.7%
50.2%
20.6%
10.6%
e3
7.7%
51.8%
1.1%
no data
g5
5.1%
49.5%
1.5%
no data
f4
2.2%
52.7%
0.4%
no data
g3
1.8%
54.4%
17.6%
13.6%
After 1.d4f52.c4f63.c3 · N = 14,897
Move
Lichess 900–1700
White's score
Online, 2200+
Over the board, 2300+
e6
60.2%
48.9%
44.3%
51.0%
g6
19.9%
52.2%
39.4%
34.7%
d6
6.7%
51.9%
14.9%
14.3%
c6
4.1%
51.0%
0.4%
no data
b6
3.5%
53.5%
0.9%
no data
d5
3.4%
57.4%
no data
no data
After 1.d4f52.c4f63.c3e6 · N = 12,028
Move
Lichess 900–1700
White's score
Online, 2200+
Over the board, 2300+
g5
34.2%
47.4%
20.5%
no data
f3
29.8%
49.0%
25.8%
60.0%
e3
11.1%
51.4%
4.9%
40.0%
f4
8.5%
51.4%
5.5%
no data
g3
4.2%
53.1%
24.9%
no data
a3
3.9%
49.8%
5.6%
no data
The plan, from masters' games
The whole Dutch revolves around e4. With 1…f5 your pawn controls that square from the side, and in the strong players' line your moves add attackers on e4 or neutralize its defender. At the same time you decide where your f8 bishop goes.
The line goes 2.c42…f6. The knight is the second attacker on e4, next to the f5 pawn. White answers 3.c3, the only white piece covering e4. With 3…e6 you open the diagonal from f8 to b4, and after 4.f3 you play 4…b4: the bishop pins the c3 knight to the king. While the pin lasts, that knight can't move, and e4 stays yours. That is why 5.d2 breaks the pin and guards c3 with a piece. You answer 5…O-O: the king goes to g8 and the rook lands on f8, right behind your f5 pawn.
This is where the public and strong players part ways. After 5.d2, the public trades with 5…xc3 in almost 1 of every 3 games; strong players do it in 4 of every 100. If you take, 6.xc3 recaptures with the bishop, White keeps the bishop pair and you are left without your dark-squared bishop. With pawns on f5 and e6, none of your pawns covers e5 either. That is why strong players castle and keep the bishop.
The bishop's other route is the fianchetto. After 3.c3, strong online players choose 3…g6 in 39 of every 100 games, against 20 of every 100 in the public. The bishop goes to g7 and aims down the long diagonal. At first your f6 knight blocks it; once the knight jumps, the bishop sees e5 and d4. This is the Leningrad structure. Across strong Dutch games, your f8 bishop ends up on g7 in more than 1 of every 3, on e7 in 1 of every 4 and on d6 in 15 of every 100. The main line's trip to b4 is the least common of the four.
Whichever route you pick, the idea stays the same: your f5 pawn and f6 knight hold e4, and the bishop goes where it doesn't get in the way of that pressure.
Black's kingside fianchetto
Plan played in 40% of the 261 over-the-board games rated 2300+ with this structure.
36 in 100 choose it online.See dataHide
Online, 2200+: 35.5% of 14,973. Over the board, 2300+: 39.8% of 261; the alternative, …e7: 24.5% and 27.2%; the alternative, …d6: 15.1% and 15.3%; the alternative, …c5: 0.5% and 1.1%; the alternative, …b4: 13.5% and 9.6%.
The strong players' line
The most repeated move in games rated 2200+ online and 2300+ over the board, while at least 20 games play it
Move
Strong games
Chosen by
2.c4
10,977
23.7%
2…f6
2,733
81.9%
3.c3
2,208
59.1%
3…e6
1,414
44.6%
4.f3
1,503
26.3%
4…b4
821
57.2%
5.d2
382
42.7%
5…O-O
135
54.1%
The mistakes that cost the most games
e6Inaccuracy
An inaccuracy. After 2.c3, 2…e6 leaves e4 covered only by your f5 pawn, and 3.e4 follows. After 3…fxe44.xe4 the white knight sits in the center, and after 4…c65.g55…d5 it hits e6 and h7. Play 2…f6, a second attacker on e4. At your level it rarely gets punished: you score 47 of every 100 points with either move.
21 in 100 play it in this position. It gives away 0.8 pawns of advantage. It scores 47.2%; f6 scores 47.5%.
f6Mistake
A mistake. After 2.e4, 2…f6 leaves the pawn alone and allows 3.e5, which kicks your knight; in the punishing line it goes back to 3…g8. After 4.c34…d65.c45…e6, White has two pieces out and you have none. You score 43 of every 100 points; with 2…fxe4, 47.
13 in 100 play it in this position. It gives away 2.3 pawns of advantage. It scores 42.6%; fxe4 scores 46.6%.
d5Mistake
A mistake. After 3.c3, 3…d5 gets traded off with 4.cxd5. The punishing line goes 4…e65.dxe65…xe66.g36…c6: your pieces are out, but you are a pawn down. With pawns on d5 and f5, none of your pawns covers e5 either. You score 43 of every 100 points; with 3…e6, 51.
3 in 100 play it in this position. It gives away 1.3 pawns of advantage. It scores 42.6%; e6 scores 51.1%.
e6Mistake
A mistake. After 2.e4, 2…e6 leaves the pawn alone. After 3.exf53…exf5 both e-pawns are gone and the file opens with your king still on e8. Then 4.d3 attacks your f5 pawn, which nothing defends, and the line goes on 4…f65.f35…e7. You score 43 of every 100 points; with 2…fxe4, 47.
9 in 100 play it in this position. It gives away 1.9 pawns of advantage. It scores 43.0%; fxe4 scores 46.6%.
g6Mistake
A mistake. After 2.c3, 2…g6 gives White's h-pawn a target: 3.h43…f64.h5 hits g6. If pawns get traded on g6, the h-file opens toward your rook on h8. So 4…g8 guards g6, but you lose the right to castle kingside. You score 45 of every 100 points; with 2…f6, 47.
4 in 100 play it in this position. It gives away 1.2 pawns of advantage. It scores 44.7%; f6 scores 47.5%.
d6Mistake
A mistake, though at your level it almost never gets punished: you score 50 of every 100 points, more than with 2…fxe4. After 2.e42…d63.c33…f64.exf54…xf55.f35…e6, material is level, but the f-pawn that fought for e4 is gone.
5 in 100 play it in this position. It gives away 1.2 pawns of advantage. It scores 50.0%; fxe4 scores 46.6%.
How players castle
Lichess 900–1700 · the 6 most frequent combinations
White
Black
Games
O-O
O-O
62,258
Not castled
O-O
17,183
O-O-O
O-O
16,123
Not castled
Not castled
12,693
O-O
Not castled
9,431
O-O
O-O-O
4,957
Over the board, 2300+ · the 6 most frequent combinations
White
Black
Games
O-O
O-O
195
O-O-O
O-O
19
Not castled
O-O
14
O-O-O
Not castled
14
Not castled
Not castled
6
O-O
Not castled
5
Variations
Queen's Knight Variation
1.d4f52.c4f63.c3 · 14,913 amateur games · 48 over the board
After 2.c42…f6, 3.c3 covers e4: 14,913 public games.
Raphael Variation
1.d4f52.c3 · 13,082 amateur games · 7 over the board
With 2.c3 the knight eyes e4 instead of White playing 2.c4: 13,082 public games.
Rubinstein Variation
1.d4f52.c4e63.c3 · 7,781 amateur games · 13 over the board
After 2.c42…e63.c3, your f8 bishop already eyes b4: 7,781 public games.
Normal Variation
1.d4f52.c4f6 · 6,820 amateur games · 6 over the board
After 2.c4, your knight goes to 2…f6 and hits e4: 6,820 public games.
Classical Variation
1.d4f52.c4e6 · 5,038 amateur games · 53 over the board
Against 2.c4 you play 2…e6 before the knight: 5,038 public games.
Hopton Attack
1.d4f52.g5 · 3,257 amateur games · 15 over the board
With 2.g5 the bishop attacks your e7 pawn; you score 43 of every 100 points across 3,257 games.
It is the reply 1…f5 to 1.d4: your f-pawn controls e4 and keeps White from putting a pawn there. It appears in 4 of every 1000 public games on Lichess. It gets more popular as ratings rise: 3 of every 1000 games at 900–1100 and almost 6 of every 1000 at 1500–1700.
How do you play the Dutch Defense?
You answer 1.d4 with 1…f5 and fight for e4. Against 2.c4, 2…f6 adds a second attacker on that square. The strong players' line goes 3.c33…e64.f34…b4, pinning the c3 knight, the white piece that guards e4. After 5.d2 you castle with 5…O-O.
What are the main ideas in the Dutch Defense?
Your f5 pawn and f6 knight hold e4, and you choose a route for the f8 bishop. With 3…e6 it can go to b4 and pin the c3 knight. With 3…g6 it goes to g7 and aims down the long diagonal. Across strong Dutch games, it ends up on g7 in more than 1 of every 3.
Is the Dutch Defense good?
At your level the results are close to even: White scores between 52 and 53 of every 100 points in every band from 900 to 1700. Higher up, White does better: 53 of every 100 in strong online games and 58 of every 100 over the board among players rated 2300 and above.