About Four in a Row
Four in a Row is a solved game with a deceptively small rule set: drop a disc into one of seven columns, it falls to the lowest free slot, and the first player to line up four in any direction wins. Gravity is the whole difficulty — you cannot place a disc where you want it, only above whatever is already there.
The computer opponent here uses a real search, looking several moves ahead and scoring the positions it finds rather than picking greedily. On Hard it will punish a careless move immediately, and it will happily build two threats at once so that blocking one loses to the other. Going first is a genuine advantage; use it.
How to play
- Click a column to drop your disc into it, or move with the arrow keys and press Enter.
- Discs fall to the lowest empty slot in that column.
- Line up four of your discs horizontally, vertically or diagonally to win.
- The board holds 42 discs. If it fills with no line of four, the game is a draw.
- Pick Easy, Medium or Hard to change how many moves ahead the computer looks.
Five tips that actually move your score
- Take the centre column first. More winning lines pass through the middle than anywhere else, and controlling it roughly doubles your options for the rest of the game.
- Count the parity of your threats. On a seven-by-six board, the player going first wins on odd rows and the second player on even rows. Building a threat on the wrong row hands your opponent the tempo.
- Build two threats, not one. A single line of three is always blocked. Two lines of three that complete on the same square are unstoppable — that double threat is how nearly every real win happens.
- Never play directly under an opponent's winning square. Filling that slot hands them the win on their next turn. Check what your move sets up above it before you commit.
- Block late, not early. Reacting to every three the computer builds lets it dictate the whole game. Only block when the threat is actually live.