This game was lost in the opening — an early queen that dropped a pawn, and a castling decision that put your king exactly where James's attack was already pointed.
The setup itself was fine — level at move seven. What decided it were the two moves right after, and then a defence that kept reaching for a pawn instead of the one active try.
7...Qb6 — the queen out before the pieces
With the pawn on d5 needing a defender, 7...Qb6 left it and put the queen where it could be hit. 8.Nxd5 just took it, and after Qa5+ Nc3 Bg4 Bb5 Nh6 White is a clean pawn up with the freer game. Bg4 was the move — develop, pin the f3-knight, keep d5 defended. The queen almost never wants to come this far this early; it becomes a target that hands the opponent tempo, which is precisely what happened. Even at 17 seconds, the level position became +2.0 in one move.
10...O-O-O — castling toward the attack
This is the move the game turned on. James had just misplayed with 10.Be2 and the position was level again at +0.2. Then 10...O-O-O put your king on the queenside — the exact wing where White's queen, b-pawn, and pieces were about to land. Rd8 was the move: rook to the open file, king in the centre for now, and after Bb5 Nh6 Bxc6+ bxc6 it holds around level. Instead the king walked into it — +0.2 to +2.4 — and four moves later 14.Bxb7+ tore the door off. Before castling, look at where the opponent's pieces point: if they are aimed at one wing, that is not the wing for your king.
16...Qxe5 — the pawn under fire
By here your king was already stripped — 14.Bxb7+ Kxb7 15.Qb3+ Ka8 — and defence was the only job. 16...Qxe5 grabbed the pawn back, but Ng4 was the move: Ng4 Bf4 Nxe5 Bxe5 Bxe5, bringing the knight into the defence and trading off White's attacker. The pawn grab left the queen offside and did nothing for the king, and it ran from +2.5 to +4.9. This is the habit that keeps recurring — the hand goes to the capture nearest it. Under attack, the question is not "what can I take," it is "what defends."
Profile check
Same mistakes as last time? Two of them. The pawn-grab under fire (16...Qxe5) is the same reflex that cost you the Dutch and showed up again in the Caro-Kann the next day — the capture nearest your hand, played before asking what defends. And the clock: 20...Rb8 took two minutes and twenty-five seconds, the longest think of the game, and it turned a bad position into a lost one, +4.5 to +7.4. The long thinks keep producing the loose moves. Both confirmed.
What to drill next
- This position — Black to move on move 10, level. Find Rd8, not O-O-O, and keep the king off the wing White is attacking. Beat the engine from here three times running.
- This one — Black to move on move 16, under fire. Find Ng4, the defence, not Qxe5, the pawn. Three times.
- Find the defensive move — the only-move-that-holds puzzles, the exact muscle that plays Ng4 instead of grabbing.
Before you castle, check where the opponent's pieces are pointing — and never send your king to the wing they are aimed at.