Two players, seven columns
Connect 4 is played on an upright grid seven columns wide and six rows tall, with room for 42 discs.
Red always goes first. Then the players take turns, dropping one disc per turn into any column that isn’t full.
You pick the column, gravity picks the row
Your disc falls to the lowest empty space in the column you choose, the playable space. It lands on the bottom row, or on top of whatever is already there.
Once a column has six discs in it, it’s full and nobody can play there again. Discs never move once they’ve landed.
Line up four to win
The first player with four of their own discs in an unbroken line wins, and the game stops right there.
A line can run across, up and down, or on a diagonal. If one disc connects five or more, that counts too.
Don’t forget the diagonals
Diagonal lines are the ones new players miss most often, and they can climb in either direction.
Before every drop, look along both diagonals through the square your disc will land on, and through the square above it.
“Check the diagonals every single time. I promise it’s worth the extra second.”
Altair
Stop three in a row
If your opponent has three in a line with an open, playable space at the end, that’s a threat. You need to block it by dropping a disc there right now.
The order to check each turn is simple: first see if you can win, then see if you have to block.
Two threats beat one block
You can only block one space per turn, so a move that makes two winning spaces at once usually wins the game. That’s a double threat.
Look for three in a row with both ends open, or one disc that finishes two different lines.
Watch what your disc makes possible
Every disc you drop also opens up the space right above it. Sometimes the safest-looking move hands that space to your opponent.
If the space above your landing square would win the game for the other player, choose a different column.
Four wins, a full board draws
The game ends the moment someone completes a line of four.
If all 42 spaces fill up without one, the game is a draw.
Playing on LarkSpark
On your turn, click or tap a column and your disc drops in.
You can play one of eight bots, send a friend a link, or get matched with another player online. The bots range from Altair at level 1 to Orion at level 8.
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Altair
Level 1
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Halley
Level 2
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Nova
Level 3
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Zhao
Level 4
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Juno
Level 5
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Lyra
Level 6
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Rigel
Level 7
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Orion
Level 8
Words to know
Look up threats, double threats, playable spaces and other terms in the Connect 4 Glossary.
Your turn in four checks
- Look for a winIf a drop completes your line of four, play it.
- Block a threeIf your opponent can win on their next turn, drop your disc there.
- Check the space aboveYour disc makes the space above it playable for your opponent.
- Build two threatsAim for two winning spaces your opponent can’t both block.