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Four in a Row Strategy: Threats and Zugzwang

How to win the 7 × 6 disc-drop game: the centre column, two threats at once, odd and even rows, never playing under a threat and beating the robot.

By the DailyGameClub teamUpdated 4 min read

Drop a disc into one of seven columns; it falls to the lowest empty space; line up four across, down or diagonally to win. The game takes a minute to learn and years to master, because the discs stack: every move changes which squares can be played next, and the whole strategy is about which squares will be forced on whom. Four in a Row here plays on the standard 7 × 6 grid, Red first, with a Hard robot that sees far ahead. These are the ideas that beat it.

Start in the middle

More lines of four pass through the centre column than through any other, and a disc there takes part in horizontal, vertical and both diagonal lines. The first player should open in the centre; the second player should answer in the centre too. Edge columns are the weakest and are usually played only when forced.

Threats and double threats

A threat is a square where, if you could play there, you would complete four. A threat on the bottom row or directly above a filled square is immediate and must be blocked. A threat higher up is a promise for later: when the squares beneath it fill, someone will be forced to play under it or into it.

Two threats at once win immediately if both are playable, because the opponent can block only one. Look for moves that create two lines of three with open ends, typically a horizontal three with both ends open on the bottom row, or a horizontal and a diagonal that meet.

Never play under a threat

If your opponent has a threat on a square, the square directly beneath it is poison: playing there lets them drop into the threat and win. Equally, if you have a threat, you want your opponent to be forced to play beneath it. The whole middle game is about who runs out of safe columns first.

Odd and even rows: the heart of the game

Count rows from the bottom, 1 to 6. In a game where both players avoid losing, the columns fill up in pairs, and the first player (Red) tends to get the odd-row squares while the second player (Yellow) gets the even-row squares. So:

  • Red wants threats on odd rows (3 or 5), especially a threat on row 3 that nothing else interferes with. In the end, Yellow will be forced to play beneath it.
  • Yellow wants threats on even rows (2, 4 or 6), and wants to neutralise Red's odd threats by making threats of their own in the same column or lower.

When you see a line of three with an empty fourth square that cannot be filled yet, check which row the empty square is on and which player it belongs to.

An odd-row threat

Red has discs on row 3 in columns 2, 3 and 4 with column 5's row 3 square empty and row 2 of column 5 still empty too. That is an odd-row threat for Red. Yellow cannot play column 5 at row 2 without letting Red win on row 3, so column 5 is dead for Yellow. If the other six columns fill with no other result, Yellow will eventually be forced to play column 5 and Red wins. Yellow's only hope is to create an even-row threat elsewhere, or a threat in column 5 below row 3.

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Zugzwang

The word is borrowed from chess: a position where having to move is a disadvantage. In the disc-drop game it is everything at the end. When all the safe columns are full, somebody must play under a threat. Plan for that moment from the middle game: count the safe squares left and work out who will be forced first. Against the Hard robot, this count is the only way to win, because it does not blunder tactically.

Playing second

The first player can force a win with perfect play from the centre, but perfect play is very precise and the robots at Easy and Normal do not manage it. As Yellow, answer in the centre, build even-row threats, and take any double-threat chance Red leaves. Against Hard as second player, a draw is a fine result and a win is a real achievement.

Common mistakes

  1. Opening on the edge. It concedes the centre.
  2. Playing under an enemy threat. It loses at once.
  3. Blocking a threat that was not playable yet when a better move existed. Count first.
  4. Making a threat on the wrong row. Red on even rows and Yellow on odd rows rarely cash in.
  5. Ignoring diagonals. Most beginners' losses come from an unseen diagonal four.

Glossary

  • Threat: a square that would complete a line of four for one player.
  • Playable square: the lowest empty square of a column.
  • Odd and even threats: threats on odd or even rows, counted from the bottom; they favour the first and second player respectively.
  • Zugzwang: being forced to make a losing move because every safe move is gone.

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Questions and answers

Who goes first in Four in a Row?

Red. Choose whether you play first or second when you start a game. Going first is a small advantage.

Can the first player always win?

With perfect play, yes, starting in the centre column, but it takes very precise play all game. Against people and the easier robots, the second player wins plenty of games.

What is the best first move?

The centre column. More lines of four pass through it than through any other, and the second player should answer there too.

Why did I lose when I had three in a row?

Probably because the fourth square was on the wrong row for you, or your opponent made a threat beneath it. Check which row a threat sits on and whether you can be forced to play under an enemy threat first.

Written by the DailyGameClub team from the rules as DailyGameClub plays them. Updated October 15, 2026. New to a word? See the glossary. Spotted a mistake? Tell us.

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