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REVIEW

CONNECT FOUR: THE GATEWAY GAME THAT'S MATHEMATICALLY SOLVED

Drop discs, get four in a row. A 50-year-old kids' game that hides a 90-second proven winning strategy — and is still worth teaching.

Howard Wexler / Ned Strongin·1974·r/boardgames · 198 comments
6.7
/ 10
PLAYERS2
PLAY TIME5–15 min
AGE6+
COMPLEXITY1.0 / 5
★ THE VERDICT

Solved by computer in 1988 — first player always wins with perfect play. Still a wonderful first strategy game for kids, terrible for adults who know the centre-column rule.

✓ WHAT WORKS

  • Teaches 2D pattern recognition under a 60-second teach
  • Travel-friendly versions exist (peg-board, magnetic)
  • Genuine 'aha' moment for kids when they spot a fork
  • Quick enough to play 5 games in 30 minutes

✗ WHERE IT STUMBLES

  • First-player advantage is overwhelming if both players know the centre rule
  • Game is mathematically solved — no remaining strategic depth for adults
  • Stalemates happen when both players know optimal defence

THE FULL READ

Connect Four was mathematically solved in 1988 by James Allen, and independently by Victor Allis the same year. The conclusion: with perfect play from both sides, the first player always wins, and the winning strategy starts by dropping the opening disc in the centre column. Knowing this fact ruins the game for most adults. *Not* knowing it makes it one of the best gateway strategy games for kids.

The centre-column opening is the single biggest tip and the biggest spoiler. The centre column participates in the most possible four-in-a-row combinations (it intersects every horizontal, vertical, and both diagonals). Controlling it is roughly equivalent to controlling the centre in chess but more deterministic. New players who learn the centre-first rule beat opponents who don't, almost every time.

The double-threat (or "fork") is where Connect Four becomes briefly interesting between two intermediate players. Setting up a position where you can win in two different columns next turn — forcing your opponent to block only one — is the same tactical concept as the chess fork. Spotting and defending against forks is the actual skill ceiling of casual Connect Four, and it caps out around the level of an attentive 10-year-old.

The reason Connect Four still has value is that kids learn pattern recognition from it. A 7-year-old who can spot a horizontal three-in-a-row and block it has just internalised threat-evaluation, which transfers to Chess, Othello, and Gomoku. The game's pedagogical value is enormous; its competitive value is zero.

For adults wanting the Connect Four feel with actual depth, Gomoku (five in a row on a 15x15 board, no gravity) is the natural upgrade — same core idea, vastly more strategic richness, and not solved at the human level. Quoridor is the modern abstract that occupies a similar "teach in 60 seconds, play for years" niche.

WHAT REDDIT IS SAYING

r/boardgames11y ago
My local brewery had a Connect Four competition last night, the final round was played on a giant wooden set.

[The aforementioned giant board with it's proud maker \(not me\)](http://instagram.com/p/zG-CcvEtEs). I know it's not the most interesting board game in the world, but it was a lot of fun to play in the tournament. It was really awesome to see a room full of people having great fun while playing a board game, as well…

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★ TOP COMMENTS
  • u/Raineman11y ago

    That looks really fun! That wooden board is pretty sweet too. Was Rajon Rondo there lol?

  • u/Honnete11y ago

    My local game bar has one of these along with two giant Jenga's, they're fucking amazing and fun.

  • u/impala45411y ago

    Oh man, I love Maui Brewing! Their Coconut Porter is one of my favorite beers of all time!

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