Nice copy-paste
chess.com rules of thumb
Umm, there are a few that I could disagree with... and at least 1 that isn't good general advice (blockade passed pawns with the king). But the concept of giving 10 rules for each is good anyway.
Oh, and "the easiest endings to win are pure pawn endings" made me laugh
I mean... I'm not looking this up or anything, but off the top of my head I'm pretty sure of all the pure pawn endgames throughout history, there have been exactly as many won as lost.
All kidding aside, this little tip belies the incredible difficulty of pure pawn endgames.
does anyone know about the idea of putting your king behind a passed pawn.this is often the only choice but if you had other pieces would it still be a good idea.
I still am looking for rules to draw a game thanks for you help
im starting to understand what bill wall menat. i just bought chess rules of thumb by gm lev alburt and al lawrence. i love the book lets make chess.com rules of chess better. thanks for your help.
when you learn a new chess new opening repeat all the moves each time you study a new variation because physical structure precedes cognitive structure. I had turkey necks for dinner.
Rule # 302.24.1 - always say gg after a game
Rule # 302.24.2 - gg is arrogance
Rule # 302.25.1 - Always resign
Rule # 302.25.2 - Never resign
basically this sums up chess.com
a man who plays chess will never be board.
That is because he will on the board most of the time.

your non-dominate hand to work the other side of your brain.
TEN OPENING RULES
OPEN with a CENTER PAWN. DEVELOP with threats. KNIGHTS before BISHOPS. DON'T move the same piece twice. Make as FEW PAWN MOVES as possible in the opening. DON'T bring out your QUEEN too early. CASTLE as soon as possible, preferably on the KING SIDE. ALWAYS PLAY TO GAIN CONTROL OF THE CENTER. Try to maintain at least ONE PAWN in the center. DON'T SACRIFICE without a clear and adequate reason.For a sacrificed pawn you must:
TEN MIDDLEGAME RULESa) GAIN THREE TEMPI,
b) DEFLECT the enemy QUEEN,
c) PREVENT CASTLING,
d) BUILD UP a strong attack.
Have all your moves fit into definite plans.Rules of Planing:
a) A plan MUST be suggested by SOME FEATURE IN THE POSITION.
b) A plan MUST be based on SOUND STRATEGIC PRINCIPLES.
c) A plan MUST be FLEXIBLE,
d) CONCRETE, and
e) SHORT.
Evaluating a Position:
1) MATERIAL,
2) PAWN STRUCTURE,
3) PIECE MOBILITY,
4) KING SAFETY,
5) ENEMY THREATS
When you are material AHEAD, EXCHANGE as many pieces as possible, especiallyQUEENS. AVOID serious pawn WEAKNESSES. In CRAMPED POSITIONS free yourself by EXCHANGING. DON'T bring your KING out with your OPPONENT'S QUEEN on the board. All COMBINATIONS are based on DOUBLE ATTACK. If your opponent has ONE or MORE pieces EXPOSED, look for a COMBINATION. IN SUPERIOR POSITIONS, to ATTACK the ENEMY KING, you must OPEN a file (or less often a diagonal) for your HEAVY PIECES (QUEEN and ROOKS). IN EVEN POSITIONS, CENTRALIZE the action of ALL your PIECES. IN INFERIOR POSITIONS, the best DEFENSE is COUNTER-ATTACK, if possible. TEN ENDGAMES RULES To win WITHOUT PAWNS, you must be at least a ROOK or TWO MINOR PIECESahead (two knight excepted). The KING must be ACTIVE in the ENDING. PASSED PAWNS must be PUSHED (PPMBP). The EASIEST endings to win are PURE PAWN endings. If you are ONLY ONE PAWN ahead, EXCHANGE PIECES, not pawns. DON'T place your PAWNS on the SAME COLOR SQUARES as your BISHOP. BISHOPS are BETTER than KNIGHTS in all but BLOCKED pawn positions. It is usually worth GIVING UP A PAWN to get a ROOK ON THE SEVENTH RANK. ROOKS belong BEHIND PASSED PAWNS (RBBPP). BLOCKADE PASSED PAWNS with the KING.nice post