The windmill is a tactical device in which two pieces (usually a rook and a bishop) take turns giving check, and with every discovered check the rook takes another enemy piece. The king shuttles between two squares while the “millstones” grind up its pieces.
What it looks like
1. 2. 3. 4. 5.
The mechanism:
- The rook stands on g7 in front of the king on h8, with the bishop on f6 behind the rook on the same diagonal.
- The rook moves along the seventh rank with a capture. A discovered check from the bishop is uncovered.
- The king has to go to g8 (h7 is covered by the rook).
- The rook returns to g7 with check. It cannot be taken — the bishop protects it. The king goes back to h8.
- The rook takes the next piece — and so on.
In a few moves White wins the f7 pawn, the bishop on b7 and the a7 pawn.
A famous windmill
The best-known windmill in history occurred in the game Carlos Torre – Emanuel Lasker (Moscow, 1925). The Mexican master sacrificed his queen, and then rook and bishop set up a windmill and took almost all the former world champion's pieces.
How to recognise a windmill
- The enemy king is wedged in a corner with only two squares.
- Your rook gives check at close range, and behind it a long-range piece stands on the same line.
- Enemy pieces stand on the rank or file along which the rook moves.
The windmill is a beautiful example of piece coordination and the discovered check.