RULES & STRATEGY

Four in a Row: the complete guide

Drop counters and connect four horizontally, vertically or diagonally.

Play Four in a Row →

GAME GUIDE

How to play Four in a Row

Four in a Row is played on a seven-column, six-row board. Drop a counter into a column and build a horizontal, vertical or diagonal line of four before your opponent does.

Connection board game2 playersFree · no download

Start a game

  1. Choose a bot game, ranked duel or table with a friend.
  2. On your turn, select a column with free space.
  3. Your counter falls to its lowest empty square.
  4. Connect four counters in any straight direction.
  5. A full board without a line of four is a draw.

Gravity changes every plan

You choose a column, not an arbitrary square. Counters always fall onto the lowest available position. A full column cannot receive another counter.

A line can run horizontally, vertically or diagonally in either direction. The game ends as soon as a player completes four, so check for an immediate win or an immediate threat before pursuing a longer plan.

Threats and supported squares

Three counters with an open fourth square create a threat only if you can actually place a counter there. An empty square higher in a column cannot be filled until the spaces beneath it have support.

A strong plan creates two winning threats that cannot both be stopped. Some threats are valuable because the opponent cannot safely fill the supporting square beneath them; later moves may force that concession.

Example: finish on the bottom row

Your counters occupy the bottom squares of columns 1, 2 and 3. If column 4 is empty and it is your turn, dropping there makes a horizontal four and wins immediately.

The same pattern higher up is different if column 4 has empty squares below the target. The counter will fall lower and will not finish the line. Always check where it will land.

Position and bot difficulty

Central columns contribute to more possible lines than edge columns. Build useful connections near the centre while continuing to check both players’ immediate threats.

An easy bot makes random choices. Medium takes an immediate win, blocks an immediate loss and otherwise favours the centre. Hard looks further ahead, so a single obvious threat is less likely to succeed. Practise building multiple connected threats rather than relying on a missed block.

Strategy and useful habits

  • Look for a winning move before making a defensive one.
  • Block an opponent’s immediate four unless you can win now.
  • Check the support beneath a planned diagonal or horizontal finish.
  • Create two threats rather than repeatedly attacking one square.

Common mistakes

  • Thinking a counter can be placed in any empty square.
  • Overlooking a diagonal threat.
  • Giving an opponent the supporting counter they need.
  • Ignoring the centre without a concrete reason.

Questions and answers

Which column is a useful opening choice?

The centre is generally useful because it participates in many possible lines.

Can the game end in a draw?

Yes, if the board fills without either player connecting four.

Does a diagonal line count?

Yes. Horizontal, vertical and both diagonal directions count.

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