Connect 4 strategy: centre control and threats

How to win at Classic Connect 4: the centre column, building double threats, blocking and the odd-even rule.

Read the Connect 4 rules

On this page

This guide applies to Classic Connect 4 on our Connect Four rules page: a 7-column, 6-row grid and a first player who moves first. Rows are counted from the bottom, with row 1 at the base.

Start in the centre

The middle column belongs to more possible fours than any other. A disc there can join horizontal, vertical and both diagonal lines. Start in the centre if you move first, and take the centre if it is still open when you move second. Solvers have shown that the first player can force a win with perfect play starting in the centre column, but a human game is far less exact.

Play to make two threats at once

A threat is an empty space that would complete four for you. One threat is easy to block. Two threats that need different blocks win the game. Look for shapes where one disc creates a second line, especially diagonals.

Always check your opponent’s three in a row

Before your own plan, scan for any line where your opponent has three and the fourth space is playable, meaning the space below is filled. Block it now. Also check diagonals; they are the ones people miss.

Do not give the opponent a lift

If you play into the space directly below a square where your opponent wants a disc, you hand them that square. Before dropping a disc, look at the space above it.

The odd-even idea

Gravity decides who gets each space. In a typical game the first player benefits from threats on odd rows (1, 3, 5), while the second player benefits from threats on even rows (2, 4, 6). Late in the game, when columns fill up, a threat on your favoured row often forces your opponent to play beneath it. This is a guide, not a guarantee.

Full board

If all 42 spaces fill without a four, the game is a draw. If you cannot win, keep making blocks, and see whether your opponent runs out of safe drops first.

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