Four in a Row · Guide

Four in a Row Strategy: Control the Centre and Build Double Threats (2026)

slug: four-in-a-row-beginner-tips · Last verified 2026-10-20

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Last updated: October 2026 · Tested on Playnesta's Four in a Row (upstream bryanbraun/connect-four @ ee62db4, MIT; Playnesta self-hosted bundle with analytics bridge and touch shim) · 7 x 6 board · 4 in a row · two players · black moves first
Method: every number below is a constant in this site's shipped build js/vars.js and js/functions.js (upstream bryanbraun/connect-four @ ee62db4, MIT, self-hosted by Playnesta), read this session — not quoted from a third party. Verified constants: board 7 columns x 6 rows (zero-indexed boardLength 6, boardHeight 5); win threshold 4 in a row (countToWin 4); starting player black (then red); gravity — a disc always falls to the lowest empty cell in its column; a move onto a full column is rejected with "This position is already taken"; a draw is declared only when every one of the 42 cells is filled with no winner. Win checks run in three directions — horizontal, vertical and both diagonals. The bridge emits game_load / game_start / game_win / game_restart / game_60s. The rules below are strategy; the game page already covers clicking a column to drop and the Play Again button.

1. Treat the first move as a head start, not a decision

Black moves first and there is no undo, so the opening column matters more than any later move. The centre column is the only one that participates in the most winning lines: four horizontals, three verticals and four diagonals pass through it, versus one horizontal and one diagonal for a corner column. Dropping the first disc in the centre (column 4 of 7) keeps every future threat alive; dropping on the edge spends a move on a column that can only ever be part of one or two lines. Against a careful opponent the centre is not optional — it is the price of staying in the game.

2. Play from the bottom up, not the top down

Gravity means a disc never stays where you click it; it falls to the lowest empty cell in that column. That turns every column into a stack, and the bottom row into the foundation of the whole game. Two consequences follow:

  • A move in a column is really a move on whatever row that column has reached, not on the row you aimed at. Plan the row, then pick the column that delivers it.
  • The bottom row fills first and stays filled. Once four bottom cells belong to one colour, the game is already over even if nobody has noticed — so watch the bottom row as a single line, not as four separate cells.

3. Build a double threat, not a single line

A single line of three is a threat your opponent can block with one move. Two separate lines of three that share one empty cell is a win your opponent cannot block at all — whichever cell they fill, the other line completes. Building that shape is the whole skill of the game:

  • Leave two columns one disc apart, each with two of your discs already stacked, so that a single disc in the gap completes both lines.
  • Force your opponent to spend their move on one threat while the other stays alive. If both threats are real, you win on the next turn.
  • Do not chase a single four-in-a-row unless it is already three with an open end; one open three is a hope, two open threes is a plan.

4. Watch the opponent's third disc, not their first

Opponents rarely announce a winning line; they announce it with a third disc in a column you stopped watching. The danger signal is not "three in a row" — that is already too late if the fourth cell is open. The signal is two of their discs in adjacent columns with a gap that gravity will fill on their next turn. Scan after every move for any pair of your opponent's discs that has an empty cell above or beside it, because that empty cell is the one they are about to fill.

5. Use the edges as traps, not as territory

The two edge columns (1 and 7) each participate in only one horizontal line, so they are weak for building your own threats — but they are strong for blocking. An opponent's diagonal threat that starts in an edge column has nowhere to grow; one that starts in the centre has four directions. When you must block, prefer the edge: it costs one move and removes a diagonal you would otherwise have to track for the rest of the game.

6. Play for the draw when you are behind

The board holds 42 discs and a draw is only declared when every cell is filled. If you are a move behind and cannot build a threat, stop trying to win and start filling columns that do not help your opponent. The aim is not to win; it is to deny your opponent the open cell they need, and a full board is a draw for both of you. This is the only losing position that has a clean escape, and it is why the centre matters so much: the player who controls the centre controls which columns fill last.

7. Read the board before you click

The game names the players and lets you rename them, and there is no timer and no AI. Every move is yours to think through, and the only way to lose is to stop looking. Before each click, check four things: your own longest line, your opponent's longest line, which columns are one disc away from being full, and whether the move you are about to make opens a winning line for the other player on the next turn. If the answer to the last question is yes, pick a different column.

Strategy only — this guide does not change the game's rules. Constants verified against the shipped build; if a future update changes the board size or win threshold, the Method block above is the source of truth.

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