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Chess Windmill Attack
(a.k.a. See-saw Attack)


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Chess Tactics - Chess Windmill Attack - Graphic

In Chess, what is known as a
See-saw, but more commonly a Windmill Attack, is a tactic very rarely seen in games - be they casual or competitive matches.

As a result, it's not surprising that most people haven't heard of Windmills, in relation to Chess.

This tactic gets its name due to the key feature, whereby the attacker performs a rotating series of "Checks" and Captures - the consistency of which is like the rotation of the blades/sails of a Windmill.

We have four video clip examples, featuring Windmill Attacks, on this page; two of them are mock-ups, the likes of which you'll probably NEVER see in a real game ...

However, the other two examples are the exact moves from TWO REAL GAMES:

  • Example 2, a Chess Windmill Attack is featured during a game held in Moscow, in 1925, between Carlos Torre & Emmanual Lasker.

  • Example 4, Chess Windmill Attack is featured during a game held in New York, in 1956, between Donald Byrne & Bobby Fischer*, in what has been dubbed The Game of the Century

* For those who like their pub trivia, Fischer was just 13 years old, when he played - and Won - this match!

Besides the main "Check" & Capture sequence, of the Chess Windmill Attack, another key feature to notice, whether it's in the 'mock-ups', or the 'real game' examples, is that each Windmill Attack includes another Chess Tactic ...

Keep a look out for the Discovered Check tactic, as it's plays a vital role in helping to sustain the Windmill Attack.


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Windmill Example 1



[Event "?"]
[Site "?"]
[Date "????.??.??"]
[Round "?"]
[White "New game"]
[Black "?"]
[Result "*"]
[SetUp "1"]
[FEN "k6r/1R2bpnb/3N4/3B4/8/8/1K6/8 w - - 0 0"]
[PlyCount "15"]

1. Rxe7+ Kb8 2. Rb7+ Ka8 3. Rxf7+ Kb8 4. Rb7+ Ka8 5. Rxg7+ Kb8 6. Rb7+ Ka8 7. Rxh7+ Kb8 8. Rxh8+ *

Fritz 12 (by ChessBase):
Copy & Paste Chess Games - in PGN format - directly into Fritz 12 ... Explore the Game and/or Play from any position against Fritz!

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Battle Log - Header Graphic
  1. Rxe7+ ... Kb8
  2. Rb7+ ... Ka8
  3. Rxf7+ ... Kb8
  4. Rb7+ ... Ka8
  5. Rxg8+ ... Kb8
  6. Rb7+ ... Ka8
  7. Rxh7+ ... Kb8
  8. Rxa8+

Move 1 see's a Discovered Check, from White's Bishop, after White's Rook goes off to capture (x) Black's Bishop, on e7.

What happens, with this Chess Windmill Attack, is, after White captures the Bishop, Black's King is forced to evade the Check, from White's Bishop ...

To keep the Windmill going, before White can capture more material, it MUST restrict Black into ONLY moving his King ...

In addition, Black's King MUST return to a square that will soon have him back in "Check".

As the video clip shows, in this example, Black's King can only return to either a8 or b8 - both squares that will promptly put the King back in "Check", be it from White's Rook, or White's Bishop.

And, you're right, if you spotted that Black's King keeps working itself back into a position where White's Bishop is performing another Chess Tactic - an X-Ray Attack, through the White Rook!

This is all one heck of a Grande Combination.

Here's a list of all the Tactics employed, multiple times over:

The sequence of "Check"-Escape-Capture repeats itself, until Black has just his solitary King on the Board.

Okay, a great example ... But a 'mock-up' that you'll probably NEVER see in an actual game.

In the next example, you'll see the great Emmanual Lasker performing the Chess Windmill Attack, for REAL ...


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Windmill Example 2



[Event "?"]
[Site "?"]
[Date "????.??.??"]
[Round "?"]
[White "New game"]
[Black "?"]
[Result "*"]
[SetUp "1"]
[FEN "r3rnk1/pb3pp1/3pp2p/1q4BQ/1P1P4/4N1R1/P4PPP/4R1K1 w - - 0 0"]
[PlyCount "15"]

1. Bf6 Qxh5 2. Rxg7+ Kh8 3. Rxf7+ Kg8 4. Rg7+ Kh8 5. Rxb7+ Kg8 6. Rg7+ Kh8 7. Rg5+ Kh7 8. Rxh5 *

Fritz 12 (by ChessBase):
Copy & Paste Chess Games - in PGN format - directly into Fritz 12 ... Explore the Game and/or Play from any position against Fritz!

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Battle Log - Header Graphic
  1. Bf6 ... Qxh5
  2. Rxg7+ ... Kh8
  3. Rxf7+ ... Kg8
  4. Rg7+ ... Kh8
  5. Rxb7+ ... Kg8
  6. Rg7+ ... Kh8
  7. Rg5+ ... Kh7
  8. Rxh5

Historical Game:
Torre-Em.Lasker, Moscow, 1925

Lasker (White) is about to stun Torre (Black) with a Chess Windmill Attack that sweeps up a nice collection of Black's army.

At the end, we'll tot-up the relative Point Count, to see how both fared from the sequence ...

Move 25, White's Bishop slides up to f6 and, in the process, creates a Discovered Attack, by his Queen, against Black's Queen - both on the 5th Rank ...

Black's response is to use his Queen to capture (x) White's Queen, on h5.

And now White swings into action, with his Chess Windmill Attack ...

Move 26, White, first of all, takes his active Rook up the Board and captures (x) Black's Pawn, on g7, putting Black's King in "Check" (+) ...

Because of the protection from White's Bishop, on f6, Black's King CANNOT capture White's Rook, so instead must escape, to h8 - the only legal square for his King.

Move 27, White's Rook captures (x) Black's Pawn, on f7 and, simultaneously creates a "Discovered Check" (+), from White's Bishop.

All Black's King can do is escape, back to g8.

During that Move, notice how Black's Queen gets tantalizingly in-range of White's Rook, when it captures the Pawn, on f7 ...

BUT, because of the instant Discovered Check, Black was totally unable to use his Queen to settle her King's problems.

Moves 28-30 sees White "Check" & Capture material, while all Black can do is, rather limply, move his King out of Check.

Move 31, White's Rook goes to g5, allowing his Bishop to target another "Discovered Check" (+); Black's King, once more, retreats to h7, where he remains an idle spectator to his Queen's fate.

Move 32, White's Rook captures (x) Black's Queen, on h5, to bring an end to his Chess Windmill Attack.

So, in terms of relative Point Count, how'd they both get on ...

  • White's Captures:
    2x Pawns (2);
    1x Bishop (3);
    1x Queen (9)

    TOTAL = 14 Points.

  • Black's Captures:
    1x Queen (9)

    TOTAL = 9 Points.

From the points alone, we can determine that White's Chess Windmill Attack was clearly worth the early Sacrifice of his Queen.


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Windmill Example 3



[Event "?"]
[Site "?"]
[Date "????.??.??"]
[Round "?"]
[White "New game"]
[Black "?"]
[Result "*"]
[SetUp "1"]
[FEN "5nk1/b1nbnbR1/6bn/6n1/6b1/2B3n1/1K4b1/r7 b - - 0 0"]
[PlyCount "42"]

1... Kh8 2. Rxf7+ Kg8 3. Rg7+ Kh8 4. Rxe7+ Kg8 5. Rg7+ Kh8 6. Rxd7+ Kg8 7. Rg7+ Kh8 8. Rxc7+ Kg8 9. Rg7+ Kh8 10. Rxa7+ Kg8 11. Rg7+ Kh8 12. Rxg6+ Kh7 13. Rg7+ Kh8 14. Rxg5+ Kh7 15. Rg7+ Kh8 16. Rxg4+ Kh7 17. Rg7+ Kh8 18. Rxg3+ Kh7 19. Rg7+ Kh8 20. Rxg2+ Kh7 21. Rg7+ Kh8 22. Kxa1 *

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Battle Log - Header Graphic
  1. ... Kh8
  2. Rxf7+ ... Kg8
  3. Rg7+ ... Kh8
  4. Rxe7+ ... Kg8
  5. Rg7+ ... Kh8
  6. Rxd7+ ... Khg8
  7. Rg7+ ... Kh8
  8. Rxc7+ ... Kg8
  9. Rg7+ ... Kh8
  10. Rxa7+ ... Kg8
  11. Rg7+ ... Kh8
  12. Rxg6+ ... Kh7
  13. Rg7+ ... Kh8
  14. Rxg5+ ... Kh7
  15. Rg7+ ... Kh8
  16. Rxg4+ ... Kh7
  17. Rg7+ ... Kh8
  18. Rxg3+ ... Kh7
  19. Rg7+ ... Kh8
  20. Rxg2+ ... Kh7
  21. Rg7+ ... Kh8
  22. Kxa1

This example is the second 'mock-up', which conveniently labors the point about how a Chess Windmill Attack works.

While strictly in the realms of Chess fantasy land, it does bring into reality another key feature that allows the Chess Windmill Attack to function ...

All the attacks - and this applies to the other three examples, as well - target a piece's major Weakness ...

  • Rooks are attacked from the Diagonals

  • Knights are attacked from any square immediately next to them - on the Straights or the Diagonals.

  • Pawns are captured from the flanks, or from the rear.

And, when an enemy's Queen is in sight, an immediate "Check" on the King, from a piece out of range, cuts out any possibility of that Queen taking part in any rescue attempt.

Right, to the example ...

Move 1 begins with Black's King having to retreat from being "Checked" (+).

White's Windmill Attack is able to begin.

White's Rook, aided by the Defensive X-Ray Attack, from its Bishop, was never in danger of being captured by Black's King.

Instead, it is able to capture (x) its first victim - the Bishop, on f7 ...

In doing so, White's Rook opens the door to a Discovered Check (+), by White's Bishop; none of Black's pieces are able to come to the rescue and all Black can do is return his King to g8.

Moves 1-21 continue to see Black restricted to TWO squares - g8 and h8, respectively.

As for White, aided from distance by the Bishop, his Rook is able to pick-off each of Black's pieces.

Moves 2, 4, 12, & 16 ALL see White's Rook come within the attacking range of one of Black's Knights ...

BUT, Black can't do ANYTHING about the Rook as, each time, White's Bishop has the Black King caught by a Discovered Check.

The Windmill Attack ends, only when White's King captures Black's Rook, on Move 22 ...

However, just for good measure, White takes advantage of Black's open wounds and liberally applies the vinegar by whipping the two remaining Black Knights off the Board.

Black's pain is absolute.


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Windmill Example 4



[Event "?"]
[Site "?"]
[Date "????.??.??"]
[Round "?"]
[White "New game"]
[Black "?"]
[Result "*"]
[SetUp "1"]
[FEN "r3r1k1/pp3pbp/1qp1b1p1/2B5/2BP4/Q1n2N2/P4PPP/3R1K1R w - - 0 0"]
[PlyCount "12"]

1. Bxb6 Bxc4+ 2. Kg1 Ne2+ 3. Kf1 Nxd4+ 4. Kg1 Ne2+ 5. Kf1 Nc3+ 6. Kg1 axb6 *

Fritz 12 (by ChessBase):
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Battle Log - Header Graphic
  1. Bxb6 ... Bxc4+
  2. Kg1 ... Ne2+
  3. Kf1 ... Nxd4+
  4. Kg1 ... Ne2+
  5. Kf1 ... Nc3+
  6. Kg1 ... axb6

Historical Game:
Byrne-Fischer, The Game of the Century,
New York, 1956

Remember, Fischer (Black), is only 13 years old when he adds the following Chess Windmill Attack, to the game he eventually goes on to Win ...

Move 18, White's Bishop captures Black's Queen, on b6, opening the door for Black to begin his Windmill Attack ...

Black begins by using his active Bishop to capture (x) White's Bishop, on c4, which put's White's exposed King in "Check" (+).

Move 19, White can only retreat his King to g1; Black's kNight then leaps over to e2, putting White's King in "Check" (+).

Once more, notice the familiar pattern of Black's Bishop, suddenly becoming 'hidden' behind one of its pieces - it's Knight, in this case ...

The Bishop patiently bides its time until the enemy's King can be seen through an X-Ray Attack ...

Then, when the attacker's forward piece moves out of the way, the Bishop catches the enemy King in a Discovered Check ...

All that King can do is move to escape the Check, which permits the attacking force to safely re-group and, if possible, play for yet another capture, as the Windmill sequence is extended, one more time.

Right, back to the Fischer example ...

Move 20, White's King retreats to the relative safety of f1; Black's kNight captures (x) White's Pawn, from behind, on d4 and exposes White's King to another Discovered Check (+).

Move 21, White's King escapes, going back to g1; Black's kNight returns to e2, putting White's King back in "Check" (+).

Move 22, White's King, once more, finds the only safe square, is back on f1; Black's kNight leaps Queenside, to c3 and promptly puts White's King back in "Check" (+).

Move 23, White's King evades the Check, by returning to g1; Black's a-file Pawn captures (x) White's Bishop, on b6, to bring closure to his Windmill Attack.

For those interested in the accrued Point Count ...

  • White's Captures:
    1x Queen (9)

    TOTAL = 9 Points.

  • Black's Captures:
    2x Bishops (6);
    1x Pawn (1)

    TOTAL = 7 Points.

Before you rush to say "wasn't worth it", take a good look at the Board, at the end of the Windmill sequence, then read the following ...

(The following is not shown in the video clip.)

On Move 25, White subsequently rescues his Queen, from her current attack by Black's a8 Rook and then goes on to capture Black's Pawn, on b6.

That adds another 'point' to White's 'count', to sub-total in at 10 points.

Meanwhile, for Black's 25th Move, his Knight captures White's Rook, on d1, to add a further 5 points to his tally.

Between Moves 18-25, Black's sub-total weighs in at a slightly superior 12 points!

And, on Move 41, Black Wins the The Game of the Century, by "Checkmate", with the Windmill Attack playing no small part, it has to be said.


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