Chess Windmill Attack, Example 4:
Part of the Chess Tactics Guide

Chess Tactics Guide
Chess Windmill Attack
[Example 4]


Chess Windmill Attack, Example 4
- Overview -

Chess Windmill Attack, Example 4Historical Game:
Byrne-Fischer,
The Game of the Century,
New York, 1956


In all previous examples, we've seen the Windmill Attack carried out by a Bishop and Rook team.

Here, Black uses a Bishop and Knight combo for the raid ...

However, the setup is the same, with the Bishop in place for the series of Discovered Checks, while the other Piece (the Knight, in this case), does a bit of checking, but is the one that makes the captures.

While the Knight only manages to capture one enemy Pawn, it's the Windmill Attack that makes the capture possible.

Without the Bishop in place to co-check the enemy King, Black's Knight would never be able to perform the smash 'n' grab raid to capture White's d4-Pawn - look at the position of White's Nf3 and Rd1, plus White's Kf1 could, otherwise, prevent Black's ...Nc3-e2, in the first place.

Incidentally, the attack also enables Black's a-Pawn to capture White's dark-Bishop (...axb6), which captured Black's Queen in the build-up to the Windmill Attack (see the ChessFlash Viewer, below).


Chess Windmill Attack, Example 4
- ChessFlash Viewer -


Chess Windmill Attack, Example 4
- Video Example -

PGN File(s) [+]Show

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 ...
Chess Windmill Attack, Example 4, After Move 19
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 ...
Chess Windmill Attack, Example 4, After Move 23
... and 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!

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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