
Connect Four
Drop discs, stack threats and connect four before your opponent does.
Level 1: Complete the Row. Drop into column 4 to make a horizontal four.
Rules
Goal: Be the first to connect four of your discs in a row: horizontally, vertically or diagonally.
- The grid has 7 columns and 6 rows. Red moves first.
- Choose a column; your disc falls to the lowest empty space in it.
- The first player to make a line of four in any direction wins.
- If the grid fills with no line of four, the game is a draw. A draw does not clear a level.
Controls: Tap or click a column to drop a disc. With a keyboard, use the left and right arrows to choose a column and Enter or Space to drop, or press 1 to 7.
The ten levels
Levels 1 to 7 are free and open one at a time. Levels 8 to 10 are expert challenges with Premium.
- Complete the Row Use gravity to finish a horizontal four. Drop into column 4 to make a horizontal four. Available
- Guard the Centre Deny easy vertical threats. Win by connecting four. A draw does not clear. Locked
- Diagonal Awareness Read both diagonal slopes. Win by connecting four. A draw does not clear. Locked
- The Stacked Threat Plan landing heights before committing. Win by connecting four. A draw does not clear. Locked
- Pair the Threats Make two future winning drops. Win by connecting four. A draw does not clear. Locked
- Centre Pressure Maintain a response to the strongest reply. Win by connecting four. A draw does not clear. Locked
- The Counter Drop Choose a defence that preserves initiative. Win by connecting four. A draw does not clear. Locked
- Forced Reply Win a constrained position under time pressure. Win by connecting four. A draw does not clear. Premium
- Parity Trial Track which side will reach critical heights. Win by connecting four. A draw does not clear. Premium
- The Endgame Final Prove a win with few safe drops left. Win by connecting four. A draw does not clear. Premium
Strategy tips
- Take the centre
- The centre column is part of more possible fours than any other. Discs there do the most work.
- Count landing heights
- A threat only matters when a disc can land on it. Note which row each column will fill next.
- Two threats at once
- Set up two places where you would win. Your opponent can block only one.