STRATEGY · THREATS + TEMPO

Four in a Row

Drop discs into seven columns. Build four before your opponent, or train the exact tactical patterns that decide games.

Record0–0
Vs Computer2 PlayersTacticsDaily
AI LEVEL
Match0–0TurnRedMoves0RunCleanSaveLocal
Choose a column. Keyboard: 1–7 drops directly; ←/→ + Enter also works.
Advanced training, review & rulesMove-quality coach, evidence, Daily archive and strategy notes
LOCAL RECORD
Games0
Wins0
Tactics0
Daily streak0
WHY THIS MATTERS

Center columns create more possible four-cell lines. Immediate wins and forced blocks come first; double threats decide many games.

V0.175 · EXPLAINABLE THREAT PLANNER

Move-quality coach

Local depth-limited search explains threat and tempo evidence. It is not a perfect-play oracle, Elo rating, or population percentile.

Local coach0
Best-move rate0%
Blunders0
Avg score gap0
IntegrityClean

POSITION LAB

What matters right now?

Analyzing playable columns…

MOVE TIMELINE
REVIEW BOARD
No reviewed move yet.
SAME-SETUP REPEATABILITY

Three Clean games, same setup

Only completed vs-computer games without Hint/Undo count. This is local stability evidence, not a global ranking.


30-DAY DAILY EVIDENCE
LOCAL MILESTONES

Evidence-based progress

1 · CHECK NOWCan either side win in one?

Before planning anything deeper, scan every playable column. If you can connect four immediately, take it. If the opponent can, block it unless you have your own immediate win.

2 · BUILD TWO THREATSOne threat can be blocked

A double threat creates two different winning columns for your next turn. The opponent can usually occupy only one, which turns a quiet-looking move into a forced tactical win.

3 · LEARN LOCALLYHints and Undo are for study

Vs Computer allows Hint and Undo, but those actions mark the run assisted. Local stats stay in this browser; no fake global rating or leaderboard is shown.