Ten mistakes new players make
The habits that lose most early games against the robots and against people, and what to do instead.
By Stephen Santiago, who makes StupidChess.
Most early losses in Stupidchess aren't chess losses. They're card losses: a card played at the wrong time, a rule half-remembered, a trap walked into that the board was advertising. Here are the ten we see most, against the robots and against people, and what to do instead. None of them needs a better deck. All of them need a slower look at the board.
1. Playing a card because you have it
A card in your hand is an option. Playing it turns it into a fact your opponent can see and plan around. New players play a card every turn because they can, and reach the middlegame with a hand of Braincells and a discard pile full of the cards they needed.
Instead: ask what the card does this turn that a move wouldn't. 1 Turn Freeze is wasted on a piece that wasn't going anywhere. It wins a game when it pins the one defender of a mate. Hold it until it does.
2. Forgetting the turn needs a move
Every turn on a digital board needs at least one board move. A card on its own is never a turn, and you can't play a card that would leave you with no legal move while you still owe one. The game refuses it and nothing changes. People spend a minute wondering why a card won't play, and the answer is that it would leave them with nothing to move.
Instead: move first, then decide on the card. Your move can also change what the card does, and you'll have seen their reply to nothing yet.
3. Sitting on a full hand
The start of your turn deals you one card from your pile while you hold fewer than seven. Start the turn with seven, and nothing comes. A player who hoards cards isn't building a hand; they're turning the draw off. And a turn that ends with more than seven cards has to discard down anyway.
Instead: play something, or bank a Braincell. The Braincell card is the cheapest way to make room, and you'll want the Braincell later.
4. Banking every Braincell and spending none
Banking feels safe. It isn't a plan. A pile of nine Braincells does nothing to the board, and the cards you could have paid for are the ones that were going to win.
Instead: bank with a purpose. Know the two or three cards in your hand you're saving for, and count up to the most expensive one. Spare Braincells also buy thirty seconds of clock, so a Braincell is never worthless, but it's worth most as a card you played.
5. Spending every Braincell on turn two
The opposite mistake. Sugar Rush on turn one, three cheap cards out before the position has asked for anything, and nothing left for the middlegame when a shield or a freeze would have mattered.
Instead: cheap cards early, expensive cards when they decide something. A 4-Braincell Swap Any in the opening rearranges a position nobody cares about yet. In the middlegame it puts their queen where your knight can take it.
6. Ignoring what's face down
A face-down card in your opponent's actives pile is a trap. The line Bear Traps, Bear Trap: e-file and its siblings, freeze the first enemy piece to land anywhere on a whole file or rank for two turns. Spike Pit destroys the first enemy piece onto its square. You can't see which, but you can see that something is there.
Instead: move pieces you can afford to lose first, to find out. Or spend a card: Disarm reveals and destroys every trap they've placed, and Probe clears one square you're sure about.
7. Walking the king onto a square you haven't read
Landmine and Claymore destroy the first piece onto their square, yours or theirs, and a king that steps on one loses the game. Not loses a piece. Loses.
Instead: when there's a face-down card across the table and you're moving your king, move it onto a square one of your own pieces has already stood on, or stayed on, this game. A trap is spent the first time it fires.
8. Assuming a captured piece is coming back
Resurrection cards bring back captured pieces. A piece that was killed, by Assassinate, Lightning Strike, a spike pit or fire, is beyond them. Only Revival reaches your own killed pieces. Players lose a rook to Assassinate, play Instant Resurrection expecting it back, and get the pawn that was captured afterwards instead. Instant Resurrection takes the most recently captured piece, not the one you miss most.
Instead: read the card you're answering. If it says kill or destroy, your resurrection card won't help, and your plan has to change.
9. Letting the clock go
Each side has ten minutes for the whole game, and a card decision takes longer than a move. New players spend four minutes on the opening and flag in a winning endgame. Running out of time loses the game, however the board looks.
Instead: decide faster in the opening, where cards matter less. Keep a Braincell back for time: one buys thirty seconds, as often as you can pay, on your own turn. And if you want to learn without a clock at all, a robot game can be played with none. The robot doesn't mind waiting.
10. Not reading the board again after a card
Cards leave marks that stay after the card is gone. A frozen piece can't move. A shielded piece can't be taken. An armored pawn needs Armor Piercing before anything can capture it. A piece on fire from Ignite burns down in a couple of turns unless it's doused. A rotation or a Fault Line Left has moved pieces that were never touched by a hand. People play the move they planned before the card and find it's no longer legal, or no longer good.
Instead: after any card, yours or theirs, look at every piece before you move. Especially the ones you weren't thinking about.
And one for playing people
Against another person, a game that ends before each side has made a board move is aborted: no result, no rating change. That's deliberate, and it means leaving a game you don't like the look of isn't a free restart. Quick Match keeps count of players who keep abandoning games and pauses them for a while. Resigning a lost position is fine and polite. Resigning on move one because their deck looked scary isn't, and the game knows the difference.
The habit under all ten
Nearly every mistake here is the same mistake: acting before reading. Chess players already know to look at the whole board before a move. Stupidchess asks for one more look, at the cards: yours, their actives, the marks on the pieces, the count in their hand. Build the second look into every turn and most of this list stops applying to you.