How to play · Rules

How to play Connect Four

A simple guide: the goal, how discs fall, four in a row horizontally, vertically and diagonally, controls on muta.pro and tips for beginners. Five minutes — and you are ready to play.

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In brief

Goal
Line up four discs in a row
Players
2
Game
5–10 min
Difficulty
Easy
Luck
No

Goal of the game

Connect Four is a fast duel on a vertical board 7 columns × 6 rows. Players take turns dropping their discs into the columns, and each disc falls to the lowest free cell. The winner is the first to line up four of their discs in a row — horizontally, vertically or diagonally. If the board fills up and there is still no line of four — it is declared a draw.

Setup

The board is empty: 7 columns and 6 rows. One player has red discs, the other has gold ones. Red moves first; in the next game the right to the first move passes to the opponent. You can play against the bot or two players on one device — the mode is switched with the buttons above the board.

How a game goes

Board

Seven vertical columns of six cells each. All cells start empty — discs only enter from the top, through the chosen column.

Turn

On your turn you pick any column that still has room and drop a disc into it. You do not move twice — after dropping, the turn passes to your opponent.

Gravity

A disc does not stay at the top: it falls down and lands on the lowest free cell of the column — on top of the discs already there. You cannot choose exactly where it lands, only which column to drop it into.

A line of four

The goal is to line up four of your discs in a row: along a row, a column or a diagonal. As soon as the line is complete, the game ends instantly with a win.

Blocking the opponent

If your opponent already has three discs in a row with an open extension — block that spot with your own disc before they can add a fourth.

Double threat

The strongest move is to create two threatening lines at once with a single move. The opponent can only block one, and you complete the other to win.

A full board

If all 42 cells are filled and no one has four in a row — the game ends in a draw, and you can start a new one.

How it looks: move by move

Typical situations on a 7×6 board. Your discs are red, the opponent's discs are gold. The winning line is outlined in white, and the dashed cell marks where you should drop a disc.

Vertical. Three reds in a row in one column — drop the fourth into the same column, and the line of four is done.
Diagonal. A slanted line counts the same as a straight one — the fourth disc on top completes a diagonal of four.
Double threat. Three reds in a row are open on both sides. The opponent can only block one end — the other completes the line.

Win and draw

The game ends as soon as someone lines up four discs in a row — the line is highlighted on the board, and a card with the result and the series score appears. All directions count: horizontal, vertical and both diagonals. But if the board is completely full and no one has a line of four — it is a draw. The win count is kept across the whole series of games and is reset with a separate button.

Controls on muta.pro

🖱️
Dropping a disc
Click any column — a disc of your color will fall to the lowest free cell of that column.
👁️
Preview hint
Hover over a column — a semi-transparent disc appears at the top, showing where the move will go.
🤖
Bot or two players
The Against the bot / Two players toggle above the board selects the opponent: the computer or a second player beside you.
New game and score
New game clears the board, Reset score zeroes the series. The history of moves is shown in the feed on the right.

Tips for beginners

Fight for the center

The central column is part of the largest number of possible lines. Whoever holds the center has a better chance of getting four.

Watch the diagonals

Diagonal threats are the hardest to spot. Check the slanted lines more often — both yours and your opponent's.

Set up a double threat

Try to build your position so that your next move creates two lines at once. The opponent will block one, but not the other.

Think one move ahead

Before dropping, consider: are you opening a winning cell above for your opponent? Sometimes it is better to play another column.

Opening schemes: the first five moves

Connect Four theory has proven it: the strongest first move is in the central column D. But the center alone is not enough — what matters is what you build next. Three reliable schemes set the rhythm of the game and keep your opponent from seizing the initiative.

The central column

Place your second and third pieces in D again, building the vertical. This is less a "four in a column" threat than control of the axis: every piece in the center works both diagonals at once.

Responding as the second player

If the opponent has taken the center, answer in the same column D on top, or right next to it — in C or E. Giving up the center for free means starting the game at a deficit that a strong opponent will not let go.

Don't rush to the edges

Columns A and G belong to the fewest lines. In the opening they are almost always weaker — save them for later, when the edge becomes part of a concrete combination rather than a "nothing-better-to-do" move.

The bottom two rows of the 7×7 board are shown partially: the center (D) is held by red, and the axis of the game is built around it.

How to read the board at a glance

An experienced player doesn't count every cell — they scan the board by patterns. Three habits speed up your evaluation of a position and all but eliminate blunders out of nowhere.

The opponent's threes first

Before your move, quickly check whether the opponent has three pieces in a row with an open continuation. If they do and it can really be completed — block first, everything else after.

Diagonals in a separate pass

The brain catches horizontals and verticals on its own, but not the slanted lines. Run your eyes along both diagonals deliberately: that's exactly where overlooked threats hide.

What am I opening above

Every move opens the cell above it. Ask yourself: won't it become a winning cell for the opponent? Half of all losses are a voluntary gift of the cell above.

Three ○ in a row with an open cell to the left (gold) — a threat that must be closed immediately.

The trap from below: preparing a winning cell

Gravity isn't an obstacle but a tool. Cells in a column fill strictly from the bottom up, so you can "charge" a winning cell in advance in such a way that the opponent is forced to open it for you himself by dropping a piece beneath it.

The technique works through forced moves: you create a vertical threat, the opponent must close it from above — and with that move places his piece right under your prepared horizontal or diagonal. Your next move completes the four.

The opponent closed the vertical from above (○) and opened the cell over it — red completes the diagonal on the highlighted cell.

Endgame: zugzwang and filling

When simple threats are exhausted, the game is decided by zugzwang — a position where any move the opponent makes worsens his stance. In Connect Four this works through filling the columns: sooner or later there's nowhere to move except beneath your threat.

Count the free moves

Toward the end, assess how many "safe" columns each side has left. If the opponent runs out first, he'll be forced to play beneath your setup.

Keep the threat locked

Don't rush to complete your only threat — sometimes it's better to keep it as the "lock" of the zugzwang: while it hangs there, the opponent can't freely use the column you need.

Don't fill needlessly

Every extra move into a neutral column changes the parity of the remaining cells. Before an "empty" move, work out who ends up with the contested cell when the board is played out.

One cell is free (gold); the opponent will have to move only there — right beneath the completion of red's line.

Frequently asked questions

Who moves first?
The red disc moves first. In the next game the right to the first move passes to the opponent — the starter alternates.
Can I choose exactly which cell the disc falls into?
No. You only choose the column, and the disc always falls to the lowest free cell in it because of gravity.
Does a diagonal count?
Yes. Four discs in a row along either of the two diagonals is just as much a win as horizontally or vertically.
What if the board fills up?
If all 42 cells are occupied and no one has four in a row — a draw is declared, and you can start a new game.
Where should a beginner start — attack or defense?
At the start — with the center and defense. Seize the central column and train yourself to check the opponent's threes before every move. Attacking combinations come on their own once you stop blundering the other side's threats.
Why place several pieces in a row in one column during the opening?
The central column controls the axis of the board: every piece in the center takes part in horizontals and in both diagonals. It's not an attempt to build a vertical, but a way to plug into the maximum of future lines.
What is a forced move and how do you use it?
It's a move the opponent must make to avoid losing immediately — for example, closing your vertical from above. While he's forced to react, you dictate the tempo and can calmly prepare the decisive combination.
How does gravity help rather than hinder?
Cells fill from the bottom up, so you can "charge" a winning cell in advance and force the opponent to drop a piece beneath it with a forced move. Then on your next move you simply complete the line from above.
What do you do when there are almost no safe moves left?
Count the free columns for yourself and the opponent. If his run out first, he'll fall into zugzwang and be forced to play beneath your threat — sometimes it's enough just not to rush and to keep that threat alive.
Is it worth studying typical positions in advance, not just playing games?
Yes. A few minutes analyzing diagrams — an open three, a diagonal setup, an endgame zugzwang — teach you to recognize patterns at a glance. That speeds up your calculation more than dozens of games played blind.
Ready for a game?
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