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Expedition Games

Four in a Row

Seven columns, six rows, and one disc at a time. Line four up in any direction.

Expedition Games

Four in a Row

Opponent
Difficulty
You play
First move

Tap a column to drop a disc into it. On a keyboard, 17 are the columns, left to right.

About this game

Gravity does half the thinking

Read about this gameHide this

You do not choose a square. You choose a column, and the disc falls to whatever space is left at the bottom of it — and that single constraint is the whole reason this is a real game rather than noughts and crosses on a bigger grid. You cannot put a disc where you want it, only where the board lets it go, and every disc you drop builds a step for the other side to stand on.

The other half of why it works is that it is legible from across a room. A threat here has a shape, and the shape is visible at a glance, so two people passing one phone back and forth both know exactly how worried to be. Very few games with real depth in them read that fast.

Where it comes from

Line-making games go back as far as games go, but the vertical, gravity-fed version is modern: the boxed plastic one most people picture, with the yellow frame and the sliding tray, was an American release of the mid-1970s. Its famous name is somebody else's live trademark and appears nowhere on this page. The mechanic is nobody's property; the brand very much is.

It is also, unusually for a game people still play seriously, finished business. Two people solved it independently in 1988 — James Dow Allen, and Victor Allis, whose thesis is the standard reference — and the answer is that whoever moves first can force a win by opening in the centre and never slipping afterwards. It spoils nothing: knowing a game is solved and being able to play the solution are different problems, and nobody at a phone is doing the second one.

What this version does with it

The seven columns are seven full-height buttons, so the target your thumb aims at is about six times taller than the disc it drops. That is the entire mobile design, and it is why this never feels like a board game squeezed onto glass. The fall is animated to the real distance each disc travels, so one landing in the bottom row genuinely takes longer to get there.

The three opponents are three different players rather than one player with a handicap. The first looks a single move ahead and will hand you the square directly above its own disc — the trap that decides most beginners' games, and a useful one to be shown from the winning side. The second searches five moves deep and takes its second-best move often enough that a real double threat gets paid. The third searches as far as its time allows and always plays what it found: not the solved game, but an opponent you have to earn.

Both sides are warm — antique gold against ember coral, on a graphite board lit like everything else here — and they are separated three ways rather than one: hue, a clear step of lightness, and the mark in the middle of each disc, a filled core against an open ring. Nobody who cannot tell the two colours apart is left guessing whose disc is whose.

Thirty seconds to start

  • Tap a column, anywhere along its height, and your disc goes in. 17 work on a keyboard.
  • The gear button sets opponent, difficulty, which side you play and who drops first.
  • When a game ends, tap the board or press Enter to play the next one.

The question worth asking every single turn

Before you drop, look at the space you are about to create on top of your own disc and ask what the other side would do with it. That one check saves more games than any amount of clever play, because handing over a winning square is how nearly every casual game of this ends. After that, stop trying to finish the line you started: aim at two threats needing two different squares, since one can be blocked and two cannot.

Read the full Four in a Row guide  →

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