Error Management Guide:
Part of the Beginner's Chess Guide (Section 3)

Error Management Guide

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Big errors and silly little mistakes can quickly lead to a loss of material, or allowing your opponent to gain greater positional superiority on the Board - sometimes BOTH, together.

Error Management - Graphic

Quite often, games of Chess are won, not because of the superior skill of the winner, but because that player made fewer mistakes than their opponent, from which they were able to take full advantage.

On this page, you'll find a collection of Errors, or Mistakes, to try and avoid making.

We call it "Error Management" because, with so many different error-inducing factors to deal with, including game fatigue (from concentration spent, during long-timed games), it may be a case of managing to minimize your errors, in light of simple, human frailties: low-focus thresholds; over-exuberance; etc.).

Note For Beginners

Don't be afraid of making mistakes ...

Ask any winning/successful Pro, in any sport or industry, what made them achieve and you can bet, among their answers, will be a determination to learn and improve from their mistakes and defeats.

If you do make errors in your game(s), be sure to analyze what happened, afterwards, so you can learn quickly and avoid repeating those same mistakes often, in future games.

Error Management Guide Index

This Error Management guide contains a compilation of Errors for you to be aware of and ways to manage these potential, proverbial "banana skins" ...

  1. Blunders (page 1)
    Simply put, a Blunder is the term given over to really bad move. Blunders are usually mistakes made by experienced players who, on other occasions, would see the error and simply not play into it

  2. Cramp (page 2)
    When Cramp is realized, you're facing a situation where there are very little movement options that won't get your Pieces captured, or worsen your current Position.

  3. Overextension (page 3)
    When a player spits their Pawns out into the middle of the Board - and beyond - without considering the gaping holes, widening behind them, they've Overextended their development.

  4. Overloading (page 4)
    When you give a single unit - usually one of the Pieces - TWO or MORE defensive assignments, at any one time, you're guilty of Overloading that unit.

  5. Pitfalls (page 5)
    A Pitfall is a type of Trap, whereby the Trap-setter plays a proactive role in coaxing the 'victim' to blunder into the Trap - the Trap-setter will play some sort of move that gives said victim "a chance to make the wrong move".

  6. Simplify / Liquidation (page 6)
    Also known as Liquidation, "Simplification" is an efficient way to remove most of the Pieces on the Board, during the Middlegame phase, so as to make a quick transition to a more-manageable situation in the Endgame phase.

  7. Swindles (page 7)
    When moves are successfully made that ought not to work, and should have failed, but didn't ... that player has Swindled their way out of trouble.

  8. Traps (page 8)
    A Trap is a tactic set by a player to catch their opponent unaware, with the result being some sort of gain, for the player who sets the Trap - it could be a material gain, though it can also include territorial/positional gain, too.

  9. Bringing Your Queen Out Too Early (page 9)
    Because the Queen is a player's most powerful Piece, it's tempting to thrust her straight into the game; to lead the attacks and capitalize upon her might, to bring about a swift and crushing victory.

    The problem with this approach is that it doesn't factor in the Queen coming under attack from the opposing army.

  10. Leaving Your Pieces Undefended (page 10)
    By leaving your Pieces on their starting squares and failing to develop them, you severely handicap your ability to thwart any attack, directed at your King.

  11. Not Developing Your Pieces (page 11)
    Here, we're focusing on negligence - moving Pawns and Pieces without considering the consequences - no tactical reasoning; no strategic ploy ... Just pure, absentmindedness in your game play.

    If you leave a Piece negligently undefended, it's likely it could be captured WITHOUT your ability to capture back.

  12. Weakening Your King's Position (page 12)
    While one objective is to build up an attack that will, hopefully, result in "Checkmating" your opponent's King; your other, primary objective is to make sure your own King's position is as safe as it can be.

  13. When to Resign (page 13)
    Finally, IF your game is headed for a more-than-probable loss, and you just want to accept defeat to quickly seek revenge in the next game, remember you have the option to Resign.

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