Four in a Row
Drop discs into seven columns. Build four before your opponent, or train the exact tactical patterns that decide games.
Build center control and look for double threats.
Advanced training, review & rulesMove-quality coach, evidence, Daily archive and strategy notes
Center columns create more possible four-cell lines. Immediate wins and forced blocks come first; double threats decide many games.
Move-quality coach
Local depth-limited search explains threat and tempo evidence. It is not a perfect-play oracle, Elo rating, or population percentile.
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
Evidence-based progress
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.
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.
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.