WhumbleZone logoWhumbleZone
HomeFeaturesBlogAbout Us
🎮 Online Games

Connect Four Is Solved. Why You Still Lose.

Connect Four is a first-player win from the centre column. Tic-Tac-Toe is a draw. Knowing both turns two filler games into two you can win.

Hassan RazaFounder, WhumbleZone
6 min read
A Connect Four board with a winning diagonal four-in-a-row
A Connect Four board with a winning diagonal four-in-a-row

Connect Four is a first-player win: with perfect play, whoever goes first wins by opening in the centre column. Tic-Tac-Toe is a draw with perfect play from both sides — so if you ever lose it, that was a mistake, not bad luck. Both games were fully solved by computer analysis in the 1980s, and knowing what "solved" actually means turns two games people treat as filler into two you can play — and win — on purpose.

Jump to: Connect Four: Three Ideas That Win Games · Tic-Tac-Toe: How to Never Lose · Which to Play, and When · Frequently Asked Questions


A Connect Four board with a winning diagonal four-in-a-row
A Connect Four board with a winning diagonal four-in-a-row

These two get treated as filler — something to play while waiting for people to arrive. That's fair for Tic-Tac-Toe, and unfair to Connect Four, which has real depth hiding behind a very simple rule set.

What makes them unusual is that both are solved: the complete outcome under perfect play is known. That isn't true of chess, and it changes how you should think about losing.

  • Tic-Tac-Toe, perfect play: a draw. Neither side can force a win, so every loss is an identifiable error.
  • Connect Four, perfect play: first player wins. Solved independently by James Allen and Victor Allis in 1988.
  • The winning first move: the centre column. Any other opening move gives up the forced win.
  • Why centre matters: it takes part in more possible four-in-a-rows than any other column, which makes it worth more than the edges by a wide margin.

Connect Four: Three Ideas That Win Games

1. Take the centre column, always. If you move first, play the middle. If you move second, take the middle as soon as it's available. The centre participates in more winning lines than any other column, which is why it's the most valuable real estate on the board — and the reason the first-player win exists at all.

2. Build two threats at once. A single three-in-a-row gets blocked. The whole game is about creating a position where you have two ways to complete a four and your opponent can only stop one. Almost every Connect Four win is a double threat, and almost every loss is walking into someone else's.

3. Think vertically about who fills a square. Because pieces stack, a square can only be reached after the one below it is filled. So a threat isn't just about position but about parity — whose turn it will be when that square becomes reachable. Strong players count that; most players don't think about it at all, which is where games are quietly decided.

None of this requires memorising anything. The centre-column rule alone will noticeably change your results, and watching for double threats will do the rest.

Tic-Tac-Toe: How to Never Lose

Since perfect play is a draw, the goal is simply to avoid the one mistake that loses. Three rules cover it:

  • Take the centre if it's free. It sits on four of the eight winning lines — more than any other square.
  • Otherwise take a corner. Corners sit on three lines each; edges sit on only two. Opening on an edge is the most common beginner error.
  • Block before you build. If your opponent has two in a line, block it, even if you have your own threat going. Build only when there's nothing to stop.

Follow those three and you will never lose again. You'll also draw constantly, which is the honest reason Tic-Tac-Toe belongs in the two-minute slot rather than the main event — it's a warm-up while people arrive, and that's a genuinely useful role.

Why solved games are still worth playing: solved means known to a computer, not known to your opponent. Neither of you is playing perfectly, so the game is really about who makes the second-to-last mistake. Connect Four in particular stays interesting for a long time, because the parity idea takes a while to internalise even once you know it exists.

Which to Play, and When

Tic-Tac-ToeConnect Four
Round lengthUnder a minuteThree to six minutes
Skill ceilingVery low — solved in your headSurprisingly high
Outcome between equalsDraw, every timeDecisive
Good forWaiting for people to join a callBest-of-five while talking
Rematch appealFades within three roundsHolds up for dozens
VerdictA warm-up, and nothing wrong with thatThe better game by a distance

Frequently Asked Questions

Yes. It was solved independently by James Allen and Victor Allis in 1988, and the result is that the first player can force a win — but only by opening in the centre column. Any other first move gives up the advantage.

Keep Reading

Take the centre column — that's the whole secret, and it still works on people who know it. Play Connect Four or Tic-Tac-Toe free, right now.

Ready to try it?

Create a free room in seconds — no account, no extension, no download.

Create a Free Room

Related Articles