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Four in a Row

Classic · two players

2 players5–10 minCompetitiveVery light

Four in a line. Any line.

PlayPlayable

Ready to play now.

A demonstration of Four in a Row, played by the computer against itself.

Four in a Row — playing itself

Ways to play

  • Alone, against the computer

    Your own pace, no arranging anything. Take a move back whenever you like.

    5 opponents, weakest first
    • One LookTakes a four it can finish and blocks one it can see. It has no idea that the slot it just filled hands you the one above it.
    • Two DeepLooks one drop past its own, so it will not fill the slot under your win. Took ninety-seven games in a hundred from One Look.
    • Four DeepFour plies, and it counts open threes and which parity they sit on. Took seven games in ten from Two Deep.
    • Six DeepSix plies. It will set a trap two drops before it closes, and it takes seven games in ten from Four Deep.
    • Ten DeepTen plies and a quarter of a million positions a drop. Takes a little over two games in three from Six Deep — and cannot reliably beat a copy of itself from the seat that wins with perfect play, and sometimes loses in it, because this game is solved and this is not the solution.
    Play alone
  • Together, in the same room

    2 players. One device goes round the table, or everybody plays off the same screen.

    Play in the same room
  • Online, at a table

    A room code, joinable from anywhere. Pause tonight and pick it up next week from your device.

    Play online

About

Seven columns, six rows, and a disc that falls to the lowest empty slot. It is a solved game — the first player wins from the middle column with perfect play — so nothing here pretends to play it perfectly: the strongest opponent searches ten plies and cannot reliably beat a copy of itself from the seat that ought to win, and more often than not loses or draws in it.

How it feels

  • Immediate
  • Sharper than it looks
  • Two minutes to teach

What the design is for

  • The column is the control

    You choose a column and gravity chooses the slot, so the board offers seven targets rather than forty-two. On a phone each one is a strip you can hit without looking.

  • Four in any direction

    Rows, columns and both diagonals, against either wall and along the roof. The diagonal is the direction nobody checks, and the tutorial spends a whole step on it.

  • A solved game, said out loud

    The first player wins this with perfect play. The opponents here do not play perfectly, and which of them beats which was measured over ninety-eight games a pairing — every two-ply opening, from both seats — rather than asserted.

  • An opponent that does not depend on your computer

    Bounded by positions counted rather than by a clock, so the same seed plays the same column on a fast machine and a slow one — and a saved game replays exactly.

  • Taught by playing

    Six steps: a drop, a row to finish, a threat you are not allowed to ignore first, the diagonal, the drawn frame most people have never seen — and then the frame to yourself.

Best at
2
Kind
Classic
Table
Competitive
Studio
Classic — public domain

The opponents

  1. One Look

    Takes a four it can finish and blocks one it can see. It has no idea that the slot it just filled hands you the one above it.

  2. Two Deep

    Looks one drop past its own, so it will not fill the slot under your win. Took ninety-seven games in a hundred from One Look.

  3. Four Deep

    Four plies, and it counts open threes and which parity they sit on. Took seven games in ten from Two Deep.

  4. Six Deep

    Six plies. It will set a trap two drops before it closes, and it takes seven games in ten from Four Deep.

  5. Ten Deep

    Ten plies and a quarter of a million positions a drop. Takes a little over two games in three from Six Deep — and cannot reliably beat a copy of itself from the seat that wins with perfect play, and sometimes loses in it, because this game is solved and this is not the solution.

Achievements

0 of 5 earned

  • The Fourth Disc

    Win a game of Four in a Row.

  • The Direction Nobody Checks

    Win on a diagonal.

  • Four Discs Flat

    Win having dropped only four discs.

  • Never In It

    Win a game in which they never once had a four of their own to finish.

  • Forty-Two

    Fill every slot in the frame with neither side joining four.

Key art

Key art — Board.game art system

Four in a Row — key still
Four in a Row — key cover
Four in a Row — key backdrop
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