How Elo Ratings Work, and How to Rate a Whole Table
The expected-score formula, what the K-factor really controls, why beating a much weaker player earns almost nothing, and how to extend Elo to a four-player board game night.
Elo is one of the few rating systems simple enough to work through by hand and good enough that it has survived seventy years of people trying to replace it. It runs chess, it runs most online game ladders in some modified form, and it works perfectly well for a board game group that wants to settle an argument.
Step one: the expected score
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| Rating advantage | Expected score | Roughly |
|---|---|---|
| 0 | 50.0% | Even |
| +50 | 57.1% | Slight edge |
| +100 | 64.0% | Clear favourite |
| +200 | 76.0% | Three wins in four |
| +300 | 84.9% | Strong favourite |
| +400 | 90.9% | Ten to one |
| +800 | 99.0% | A hundred to one |
The scale is deliberately not linear. The first hundred points of advantage buy you a lot; the eighth hundred buys you almost nothing, because you were already expected to win nearly every game. This is the property that makes Elo self-correcting.
Step two: the update
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| Result | 1600 becomes | 1400 becomes |
|---|---|---|
| 1600 wins | 1607.7 (+7.7) | 1392.3 (−7.7) |
| Draw | 1591.7 (−8.3) | 1408.3 (+8.3) |
| 1400 wins | 1575.7 (−24.3) | 1424.3 (+24.3) |
This table is the part people find counterintuitive, and it is the heart of the system. Winning the game you were supposed to win earns 7.7 points. Drawing it loses you 8.3 — a draw against a much weaker player is a bad result, and Elo says so. Losing it costs 24.3, more than three times what winning paid.
Work out a chess rating changeExpected score and new rating for a game or a tournament, with the FIDE K-factor rules applied.The K-factor is the only real tuning knob
K sets how far a single result can move a rating. High K means the rating chases recent results and is noisy; low K means it is stable but slow to notice that someone has genuinely improved. Every rating system is a choice about that trade.
FIDE resolves it by making K depend on how much is already known about the player. Under the FIDE Rating Regulations, K is 40 until a player has completed 30 rated games, 40 for juniors in the year of their 18th birthday or younger while they remain under 2300, 20 for an established player, and 10 once a published rating has ever reached 2400. One more rule caps it: K multiplied by the number of games in a rating period may not exceed 700.
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| K | Applies to | Effect |
|---|---|---|
| 40 | A new player, until 30 rated games are complete | Rating finds its level fast |
| 40 | A junior, until the end of the year of their 18th birthday, while under 2300 | Keeps pace with a fast-improving player |
| 20 | An established player under 2400 | Balanced |
| 10 | Any player whose published rating has reached 2400 | Very stable, slow to move |
Note the wording on the last row: it is triggered by having ever reached 2400, not by currently being above it. A player who peaks at 2405 and drifts down to 2300 keeps K = 10.
For a casual group, K = 32 is a reasonable default and K = 16 is better once everyone has played a lot of games. The important thing is to pick one and leave it alone, because changing K mid-season makes earlier results and later ones incomparable.
More than two players
Elo was built for two-player games, which is awkward for a board game night where five people sit down to one game. The standard extension is to treat the table as a round robin: every pair of players is scored against each other as if they had played a head-to-head game, with the higher finisher taking the point.
Each player therefore plays n − 1 notional games. Divide the total change by that number of opponents and one evening counts as one game rather than as four, which stops a six-player game swinging ratings six times as hard as a two-player one.
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| Player | Rating | Finished | New rating |
|---|---|---|---|
| Ana | 1600 | 1st | 1610.2 (+10.2) |
| Ben | 1500 | 2nd | 1505.3 (+5.3) |
| Cal | 1500 | 3rd | 1494.7 (−5.3) |
| Dee | 1400 | 4th | 1389.8 (−10.2) |
The changes sum to exactly zero, which is the check that the extension is well formed. Ben and Cal started on the same rating and finished adjacent, so they swap 5.3 points — the entire difference between second and third place at equal rating. Ana gains despite being the favourite because she had to beat three players, not one.
Rate a two-player match or a whole tableEnter the finishing order for any number of players and every rating updates, with the changes summing to zero.What Elo does not know
- It does not model draws explicitly. Chess handles this by treating a draw as half a point, which works, but a game where draws are common and a game where they are impossible behave differently under the same formula.
- It has no concept of margin. Winning a board game by one point and by fifty are the same result.
- It assumes ratings are comparable. Two groups that never play each other will drift apart, and their numbers mean nothing against each other however similar they look.
- It has no uncertainty. A rating of 1500 after four games and 1500 after four hundred are treated identically, which is why newer systems such as Glicko carry a rating deviation alongside the rating.
- In multiplayer games it ignores everything about the table beyond finishing order — alliances, turn order advantage, who got attacked first.
None of these stop Elo being useful. They are the reasons to treat a rating as a summary of results rather than as a measurement of skill.
How FIDE actually computes the expected score
The formula at the top of this guide is the textbook logistic form of Elo, and it is what most online calculators and club systems use. FIDE does not use it directly. Its Rating Regulations convert a rating difference into a scoring probability using a published lookup table, table 8.1.2, which gives the probability to two decimal places for bands of rating difference.
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| Rating difference | Logistic formula | FIDE table |
|---|---|---|
| 25 | 0.536 | 0.53 |
| 50 | 0.571 | 0.57 |
| 100 | 0.640 | 0.64 |
| 150 | 0.703 | 0.70 |
| 200 | 0.760 | 0.76 |
| 300 | 0.849 | 0.85 |
| 400 | 0.909 | 0.92 |
| 500 | 0.947 | 0.92 (capped, see below) |
| 700 | 0.983 | 0.92 (capped, see below) |
For ordinary differences the two agree to within about a hundredth, so the logistic formula is a perfectly good way to understand the system. At the edges they part company, for a reason that has nothing to do with the table itself.
The 400-point rule
Rule 8.3.1 of the FIDE regulations, effective from 1 October 2025, says that a rating difference of more than 400 points is counted as though it were 400 for players rated below 2650. Above 2650 the actual difference is used. That flattens the expected score at 0.92 for any gap wider than 400, which is why the last two rows of the table above stop moving.
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| Treatment of the 600-point gap | Expected score | Gain for a win | Loss for a loss |
|---|---|---|---|
| Counted as 400 (FIDE rule, player below 2650) | 0.92 | +1.6 | −18.4 |
| Counted in full (table value for 600) | 0.98 | +0.4 | −19.6 |
The effect is to make mismatched games slightly less punishing for the stronger player and slightly more rewarding. Without the cap, a player several hundred points above an opponent gains almost nothing for a win and risks nearly a full K on a single loss. Note that the rule is written for players below 2650; for players at 2650 and above the regulations use the actual difference in every case, so the uncapped column applies to them.
Rating a whole tournament: batch versus game by game
FIDE rates a tournament or rating period as a batch. Every game is scored against the player's rating at the start of the period, the differences between actual and expected scores are added up, and the total is multiplied by K once. Many club and online systems instead update the rating after every game. The two methods give slightly different answers from the same results.
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| Opponent | Result | Game-by-game change |
|---|---|---|
| 1650 | Win | +11.43 |
| 1550 | Draw | −1.75 |
| 1700 | Loss | −7.46 |
| 1500 | Win | +7.14 |
| 1620 | Win | +10.31 |
| **Total, game by game** | 3.5 of 5 | **+19.67** |
| **Total, as a batch** | Expected 2.471 | **+20.58** |
The batch method gives about a point more here, because every game is scored against the lower, pre-event rating. Game by game, the rating rises after the first win, so each later game carries a slightly higher expectation and a slightly smaller reward. Neither is wrong; they are different conventions. FIDE's is simpler to audit, since the result does not depend on the order in which games were played.
How long it takes a rating to find the truth
The K-factor trade-off is easier to feel with a concrete case. Imagine a player whose real strength is 1700 but who starts at 1500 and plays only 1500-rated opponents. On average they score what a 1700 would against a 1500, 0.76 per game, while the system expects less and so pays them the difference. Here is how quickly the rating closes the gap, following the average path.
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| K | After 5 games | After 10 games | After 20 games | Games to get within 50 points |
|---|---|---|---|---|
| 40 | 1546 | 1581 | 1627 | 29 |
| 20 | 1525 | 1546 | 1580 | 57 |
| 10 | 1513 | 1524 | 1545 | 115 |
Halving K roughly doubles the number of games needed to catch up. This is the logic behind a higher K for new players and juniors: both are players whose rating is likely to be well away from their true strength, and at a K of 10 a gap like this one would take well over a hundred games to close. It is also why the same K would be wrong for an established master, whose rating is already close to the truth and only needs to track slow change.
Setting up Elo for a club or games group
- **Pick a starting rating and give it to everyone.** 1500 is a common convention. The number itself is arbitrary; what matters is that everyone starts in the same place.
- **Pick a K and write it down.** 32 for a new group is a reasonable choice, dropping to 16 once everyone has played twenty or thirty games. Changing K later makes old and new results incomparable, so decide in advance when it will change.
- **Consider a provisional period.** Treat a newcomer's rating as provisional until they have played a set number of games, and give them a higher K in that time, the same idea as FIDE's 40.
- **Record every result, not just wins.** Draws and losses carry as much information as wins, and a rating that only counts the games people remember is not a rating.
- **Decide how multiplayer games count** before the first one is played. The round-robin method described above is a reasonable default, divided by the number of opponents so one evening counts as one game.
- **Keep separate pools for separate games.** A chess rating and a board game rating measure different skills. Mixing results produces a number that means nothing.
Common misconceptions about Elo
- **An expected score of 0.76 means a 76% chance of winning.** It means 0.76 points per game on average, with draws counted as half. A player who draws a lot can have that expected score while winning far less than 76% of games.
- **Ratings measure absolute skill.** They measure performance relative to the pool. A 1500 in one club and a 1500 in another are only comparable if the two pools play each other.
- **You can protect a rating by not playing.** In a pure Elo system an inactive rating stays where it is, but it also becomes less accurate, and some systems apply inactivity rules. The rating reflects results, not merit.
- **Beating a higher-rated player always gains a lot.** It gains K times the gap between 1 and your expected score. Against a slightly stronger opponent that is only a little over half of K.
- **Everyone's rating goes up over time.** In a closed pool Elo is zero sum. If some ratings rise, others fall by the same total.
Performance rating: what a tournament says about you
A rating change tells you how far your rating moved. A performance rating tells you what rating your results in one event would justify on their own. FIDE's regulations include a second table, 8.1.1, that converts a fractional score p into a rating difference dp. Add dp to the average rating of your opponents and you have the performance figure. Many calculators, including ours, use a simpler linear version instead: the average opponent plus 400 points for each net win, divided by games played.
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| Score | FIDE dp | Performance, FIDE table | Performance, linear |
|---|---|---|---|
| 2.5 of 5 (50%) | 0 | 1604 | 1604 |
| 3.0 of 5 (60%) | +72 | 1676 | 1684 |
| 3.5 of 5 (70%) | +149 | 1753 | 1764 |
| 4.0 of 5 (80%) | +240 | 1844 | 1844 |
| 4.5 of 5 (90%) | +366 | 1970 | 1924 |
| 5.0 of 5 (100%) | +800 | 2404 | 2004 |
For middling scores the two agree within a dozen points or so. At the extremes they diverge sharply, and FIDE's own table shows why a perfect score is a special case: it lists a 100% score as 800 points only "notionally", because a perfect result is consistent with any rating far enough above the field. Treat any performance rating from a perfect or zero score as meaningless, whichever method produced it, and treat one from a handful of games with caution. Five games is a small sample for a number that is meant to summarise playing strength.
How often the underdog scores
Expected score is also a way of reading upsets. Using the lower-rated player's column of FIDE's table 8.1.2, here is what an underdog is expected to score per game at common rating gaps, and what that adds up to over a season of twenty such games.
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| Rating gap | Expected score per game | Expected points from 20 games |
|---|---|---|
| 100 | 0.36 | 7.2 |
| 200 | 0.24 | 4.8 |
| 300 | 0.15 | 3.0 |
| 400 | 0.08 | 1.6 |
A player 200 points below their opponents is expected to take nearly five points from twenty games, which means an upset is not an event but a routine part of a season. Expected score counts draws as half a point, so those points may arrive as a mixture of wins and draws. The practical lesson is that one surprising result says very little about either player. It is the running total across many games that the rating is built to read, and that is also what makes the system hard to game with a single good day.
Sources
- FIDE Handbook, B.02: FIDE Rating Regulations effective from 1 March 2024 — the K-factor rules including the junior rule and the 700 cap, the 400-point rule, and table 8.1.2, which FIDE uses in place of the logistic formula: https://handbook.fide.com/chapter/B022024
- The multiplayer extension is the standard pairwise round-robin generalisation, divided by the number of opponents so that one multiplayer game counts as one game. It is a convention rather than a published standard, and the calculator states as much.
Where to go next
Elo is one way of levelling an uneven contest; a handicap is the other. Bowling handicaps and darts checkouts works through why an 80% handicap deliberately leaves the better player ahead, which is the same design question Elo answers with its K-factor. If it is expected value you are interested in rather than ratings, pot odds and outs is the same reasoning applied to a single decision.
Common questions
How is an Elo rating calculated?
In two steps. First the expected score, 1 ÷ (1 + 10^((opponent rating − your rating) ÷ 400)). Then the update: new rating = old rating + K × (actual score − expected score), with a win scoring 1, a draw 0.5 and a loss 0.
Why did I gain so few points for winning?
Because you were expected to. A 1600 beating a 1400 at K = 32 gains 7.7 points, since the formula already predicted a 76% score. The same player losing that game drops 24.3. Elo only pays for results it did not predict.
What is the K-factor?
The maximum a single game can move a rating, and the system's only real tuning knob. FIDE uses 40 until 30 rated games are complete and for juniors under 2300, 20 for an established player, and 10 once a published rating has reached 2400. For a casual group, 32 is a reasonable starting point.
What does a 400-point rating difference mean?
An expected score of 90.9%, which is about ten to one. That is what the 400 in the formula is for — it is the scale factor chosen so that 400 points corresponds to ten-to-one odds.
Can Elo work for a four-player board game?
Yes, by treating the table as a round robin: score every pair against each other by who finished higher, then divide the total change by the number of opponents so one evening counts as one game. The changes across the table still sum to zero.
Is a higher Elo always a better player?
Within a pool that plays each other regularly, broadly yes. Across pools that never meet, no — ratings drift independently and are not comparable. Elo also carries no uncertainty, so a 1500 with four games played and a 1500 with four hundred look identical, which is why systems such as Glicko add a rating deviation.
Does FIDE use the Elo formula 1 / (1 + 10^(-D/400))?
Not directly. The FIDE Rating Regulations convert a rating difference into a scoring probability using table 8.1.2. For ordinary differences the table agrees with the logistic formula to within about a hundredth, but at 400 points it gives 0.92 rather than 0.909, and gaps over 400 are counted as 400 for players below 2650.
What is the FIDE 400-point rule?
From 1 October 2025, a rating difference of more than 400 is counted as 400 for players rated below 2650. A 2000-rated player beating a 1400 therefore gains 1.6 points at K = 20 rather than 0.4, and loses 18.4 rather than 19.6 for a defeat.
Why did my rating change differ from what I calculated game by game?
FIDE rates a whole rating period as a batch, scoring every game against your rating at the start. Game-by-game updating gives a slightly different answer. In a five-game example at K = 20 the batch method gave +20.58 and game-by-game gave +19.67.
How many games does it take for an Elo rating to be accurate?
It depends on K and on how far off the starting rating is. A player whose true strength is 200 points above their starting rating gets within 50 points after about 29 games at K = 40, 57 at K = 20, and 115 at K = 10, on the average path.
What starting rating should a club use?
Any fixed number works, as long as everyone starts at the same one; 1500 is a common choice. The number only sets where the scale sits. What matters more is choosing a K, writing it down, and not changing it partway through.
How often does a lower-rated player beat a higher-rated one?
Expected score answers a slightly different question, since draws count as half a point. On FIDE's table a player 200 points lower is expected to score 0.24 per game, so about 4.8 points over twenty games; 400 points lower, 0.08 per game, or about 1.6 points. Upsets are a normal part of any season.
Written by
Do The Calculation Team
Do The Calculation
Do The Calculation is built by a small team of data analysts and spreadsheet developers. Where a guide depends on a published formula, standard, or government rule, the calculator it links to names that source directly so you can check the number yourself.
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