Connect Four strategy guide
Be the first to connect four of your discs in a row: horizontally, vertically or diagonally.
The rules in brief
- 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.
Strategy
- 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.
- Don't play under a threat
- If your opponent wins by landing on a square, avoid filling the square directly beneath it.
- Odd and even rows
- As the first player, threats on odd rows (counting from the bottom) tend to work out for you late in the game; the second player wants even rows.
What each level teaches
- Complete the Row: Use gravity to finish a horizontal four.
- Guard the Centre: Deny easy vertical threats.
- Diagonal Awareness: Read both diagonal slopes.
- The Stacked Threat: Plan landing heights before committing.
- Pair the Threats: Make two future winning drops.
- Centre Pressure: Maintain a response to the strongest reply.
- The Counter Drop: Choose a defence that preserves initiative.
- Forced Reply: Win a constrained position under time pressure.
- Parity Trial: Track which side will reach critical heights.
- The Endgame Final: Prove a win with few safe drops left.