How to play Connect Four
Drop your discs and be the first to line up four in a row against a computer that actually plans ahead.
Connect Four is played on a grid seven columns wide and six rows deep, stood upright so that discs fall. You take red, the computer takes yellow, and the first drop alternates between rounds so neither side keeps the advantage of moving first.
The move
On your turn you choose a column. The disc falls to the lowest empty slot in that column — you never choose the row, only the column. A column with six discs in it is full and cannot be played.
That single constraint is the whole game. You cannot place a disc where you want it; you can only place it on top of what is already there, which means every move you make also builds a platform for your opponent.
Winning
The winner is the first player to get four of their own discs in an unbroken line — horizontally, vertically, or along either diagonal. If all forty-two slots fill with no line of four, the game is a draw.
The threat, and why an open three is not always winning
A "threat" is an empty slot that would complete four in a row. The game is really a competition to create a threat your opponent cannot answer.
Three in a row with empty playable slots at both ends looks unanswerable, and beginners often play for it. It usually is not, because your opponent only has to block one end this move and the other next move — unless both ends are playable *now*, which is the pattern to actually aim for.
The genuinely unanswerable shape is the double threat: two separate slots that each complete a four. Your opponent gets one move and there are two holes to plug. Almost every win at a decent level is a double threat, and almost every loss is failing to see one arriving.
The trap under the threat
The subtlety that separates a good player from a beginner is the vertical stacking rule. If you have a threat sitting in a slot, and your opponent plays the slot directly beneath it, they hand you the win. So a threat is not only a way to win — it is a square your opponent is now forbidden to play beneath, which quietly removes a column from their options.
The reverse is the most common way to lose: playing a slot that puts your disc directly underneath a slot your opponent needs. Before dropping anywhere, look at what your disc will sit under.
Parity, briefly
Because the board is six rows deep and the columns fill from the bottom, threats on odd rows and even rows behave differently depending on who moves first. This is worth knowing exists even if you never count it: an experienced player creating threats on the rows that suit them is not guessing.
The three strengths
The computer runs a look-ahead search rather than a set of rules. Easy reacts a move or two out. Medium plans several moves deep. Hard searches far enough that cheap tricks never work.
At every setting it always takes an immediate win if it has one, and always blocks an immediate loss if you have one. So a win against it is a real win — it never simply overlooks the obvious.
Controls
Tap or click a column to drop your disc into the lowest open slot. Use the Easy / Medium / Hard control to set how far ahead the computer thinks.
Strategy tips
- Take the middle column whenever it is available, especially with the first drop. More four-in-a-row lines pass through the centre than through any other column, so a disc there is worth more than one on the edge.
- Before you drop, look at what your disc will sit underneath. Handing your opponent the slot above yours is the single most common way beginners lose.
- Play for two threats at once, not one. A single threat gets blocked; two separate winning slots cannot both be plugged in one move, and that is what actually wins games.
- An open three is only unanswerable when both ends are playable this turn. If one end still needs discs stacked under it, your opponent has time to deal with the other.
- Check every one of your opponent's three-in-a-rows before making your own plan. Losing on their next move makes your two-move plan irrelevant.
- Build low and wide early. Discs on the bottom two rows take part in far more potential lines than discs perched near the top of a column.
- When there is nothing to build and nothing to block, play a move that does not raise a column your opponent wants. In a quiet position the best move is often the one that gives away the least.
- Diagonals are where most missed threats live. Beginners scan rows and columns and stop there, so make a habit of tracing both diagonals through every new disc.
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