Connect Four
Drop counters into a column and connect four before your opponent does.
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No account or download needed. Records, where provided, stay in this browser; clearing site data removes them. Games remain playable without storage. Local friend modes share one screen.
How to play Connect Four
- Choose any cell in a column to drop a counter into its lowest empty space. Yellow starts, then turns alternate.
- Four of your counters in a horizontal, vertical or diagonal line wins immediately. A full board without a line is a draw. Full columns cannot accept another counter.
- Choose computer or same-screen friend in Opponent. Changing the opponent resets the board. The computer looks for immediate wins and blocks, then uses a simple column preference.
Connect Four practice guide
Threats depend on the landing square
A promising line only matters if a dropped counter can actually land in its missing square. Empty spaces above other empty spaces are not immediately playable. Inspect the bottom available slot of each column before naming a threat. First take a winning move, then block a one-move loss, and only afterwards build a longer plan.
An apparent diagonal gap is too high
Your diagonal is missing a square near the top of a column, but two empty cells lie below it. Dropping there now lands beneath the diagonal. That move may still prepare support, but it is not an immediate win. Compare it with a playable fourth counter in another column before committing.
A focused practice session
- Name the landing row of each column before your move.
- Check all four line directions for an immediate win or loss.
- Use a local round to explore how one move can create two playable threats.
What to keep in mind
Computer play uses a limited heuristic and can miss deeper tactics. A win against it does not establish perfect strategy. Friend mode is local on the same screen, with no room code.