Two moves is the floor. Two hundred and sixty-nine is the record. Almost every real game lands between move 30 and move 50, which is why tournament time controls have been built around move 40 for decades: the first control is set roughly where a normal game finishes.
The clock decides, not the chess
Move count barely changes between formats. A bullet game and a classical game both take about forty moves. What changes is how long each of those moves gets.
Bullet, usually 1+0 or 2+1, is over in two or three minutes. Blitz at 3+2 or 5+0 runs somewhere between six and ten. Rapid, from 10+0 up to 25+10, gives you half an hour to an hour. A classical FIDE game with 90 minutes for the first 40 moves, 30 more minutes for the rest, and a 30-second increment from move one can take six hours if both players use their time, and at big opens you sit down at three in the afternoon and eat dinner at ten. My longest was five and a half hours for a draw in a rook ending, and I would not swap it for anything. Full detail on time controls.
Online is the same arithmetic with smaller numbers. If you have twenty minutes free, that is two blitz games or one rapid game, not one classical game.
The short end
Fool’s mate takes two moves and needs White to play the two worst pawn moves on the board.
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h 1 You will not see it in a real game. What you will see is Scholar’s mate in four, and games that end on move 12 because somebody hung a queen. Below 1200 online, a good few of your games will finish before move 20 in one direction or the other.
The long end
The longest game recorded in a tournament is Ivan Nikolić against Goran Arsović, Belgrade 1989: 269 moves, more than twenty hours at the board, and a draw at the end of it. Nobody was doing anything wrong. Some endgames simply take that long to prove, and the rules at the time allowed it.
Ordinary long games come from the same place. Queens come off, the position simplifies, and a rook ending starts around move 35 that neither side can win or lose quickly. That is where the extra hour goes, and it is why the endgame puzzles matter more than the opening ones: the phase that eats your clock is also the phase that decides the point.
If you want a shorter evening, play rapid. If you want to know why your games take twice as long as your friend’s, count your moves after the next one, and see whether you are stopping at 40 or grinding on to 70.