Connect Four
Your turn
Your turn
Pick a column and your disc falls to the lowest free slot in it. Line up four of your colour in a row, a column or a diagonal to win, and a full board with no line is a draw. Play a friend on the same device or take on the computer at three strengths. Hard searches several moves ahead, so it will spot your threats and set up its own. You always move first, which is a real advantage in this game.
Connect Four was sold by Milton Bradley in 1974 and solved by computer in 1988, independently by James Allen and Victor Allis. The result: on the standard seven column, six row board, the first player wins with perfect play, and the winning first move is the centre column. Any other opening lets the second player draw or win. That is why the tips say to open in the middle, and why you always move first against the computer here.
Knowing the game is solved does not tell you how to win it, because the perfect strategy is far too large to memorise. The practical version is about threats: squares that would complete four for you, and who is forced to play under them.
The first player, by opening in the centre column. The game was solved in 1988. You move first against the computer here.
The centre column. Every other opening allows the second player at least a draw.
It searches several moves ahead and will see and block your threats, so beating it usually needs a double threat rather than a single one.
-FAQ