

1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5 Be7 5.e3 0-0 6.Nf3 Nbd7 7.Qc2 opens the Queen's Gambit Declined: 1.d4 d5 2.c4... 7.Qc2, ECO D61. With 112,900 games on record, the patterns below come from the largest practical sample available.
History and Notable Players
It arises from the Queen's Gambit Declined: 1.d4 d5 2.c4... Nbd7. Among the most prolific White practitioners are Salo Flohr (21 games), Alexander Alekhine (17 games), Frank James Marshall (16 games). Black-side regulars include Andrei V Kharitonov (14 games), Zdravko Vukovic (14 games), Eduard Prandstetter (13 games).
Performance Across Rating Levels
The picture changes a lot as you climb the rating ladder. At 1200 Elo, the opening shows up in 0.00% of games (1,050 samples). White scores 51.1%, Black 46%, draws 2.9%. At 1800 the opening surfaces in 0.00% of games; White wins 51.5%, Black 43.3%, draws 5.2%. At the top end (2500+ Elo), popularity is 0.02% with 11.2% draws — a clear sign of how much theory rules the line at master level. White's edge erodes by 3.4pp from 1200 to 2500 Elo, suggesting Black's counterplay is easier to find with experience.
Move Diversity and Theory Depth
What players actually play after the opening moves depends heavily on rating. At 1200 Elo, the top reply is b6, played 22.6% of the time. There are 6 other moves seeing meaningful share, and 63.1% of games stick to established theory. Entropy: 2.93. By 2500, h6 dominates at 31% of replies; only 5 viable alternatives remain and 69.3% of moves are theory. Entropy drops to 2.51.
Main Lines and Variations
After 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5 Be7 5.e3 0-0 6.Nf3 Nbd7 7.Qc2, the established follow-ups are:
Each branch leads to a different middlegame character — the resulting pawn structure decides what kind of game you get.
Common Mistakes
- Neglecting development — It can feel productive to make extra pawn moves early, but falling behind in piece development is what loses most amateur games — especially in open positions where active pieces find squares fast.
- Overextending the attack — Gambits look like permission to throw everything forward. They aren't — every attacking move should improve a piece. Random checks and threats burn the initiative once they fail to coordinate.
Practice on Chessiverse
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