Connection · rules · components · playable model

Four in a Row

A vertical connection game where gravity constrains placement, turning support, move order, and intersecting threats into part of the strategy.

Model focus

A desired space may be unavailable until the spaces below it are filled, so every move changes both position and access.

connectiongravityalternating placementthreat building
Players2
Time10–20 min
Weightlight
Rules

How does this ruleset work?

Be the first player to connect four of your discs horizontally, vertically, or diagonally.

This page models a generic seven-column by six-row four-in-a-row ruleset; commercial editions may package the grid differently.

01

Set up

  1. 1Place the empty grid upright between the players.
  2. 2Give each player one color of disc and choose the starting player.
02

Take a turn

  1. 1Choose a column that is not full.
  2. 2Drop one disc into that column; it occupies the lowest empty space.
  3. 3Players then alternate turns.
03

End the game

  1. 1A player wins immediately when four or more of their discs form one continuous line.
  2. 2If all forty-two spaces fill without a connection of four, the game is a draw.
Component inventory

What is in the box?

Component packaging varies by edition and manufacturer. This inventory lists the functional pieces required by the modeled ruleset.

× 1
Seven-column, six-row grid

Holds pieces vertically and makes gravity part of every legal move.

× 21
Light player discs

One player's complete supply for a forty-two-space grid.

× 21
Dark player discs

The other player's complete supply.

Playable rules model

Simulate the game locally.

This is a same-device two-player model. It enforces legal placement, captures, turn changes, win conditions, and other rules described above.

table state

Amber to choose a column.

Select any space in a column; the disc falls to its lowest empty row.