Going first is better, and not by a small margin. Four in a row — sold as Connect 4 — has been solved: with perfect play from both sides, the first player wins. Not draws, wins.
That makes this one of the rare game questions with a definitive answer. The interesting part is what “perfect play” actually means, why most casual games do not follow the theoretical result, and what a second player can realistically do about it.
A note on the name before going further: Connect 4 is a registered trademark. Four in a row is the generic description, and it is the safer term for product copy.
The Game, Precisely
A grid seven columns wide and six rows high. Players alternate dropping a disc into a column, where it falls to the lowest empty space. The first to make a line of four — horizontal, vertical or diagonal — wins. If the grid fills with no line, the game is a draw.
Those dimensions matter, because the solved result applies to this board. A different grid size is a different game with a different outcome.
What “Solved” Means Here
The game was solved independently in 1988 by James Dow Allen and by Victor Allis, working separately. Both reached the same conclusion: the first player can force a win.
This is a stronger statement than “the first player has an advantage”. It means that against any defence, there exists a sequence of moves by the first player that ends in a win. The second player cannot force a draw, and cannot force a win.
The strategy that achieves it is not complicated to state: open in the centre column. The middle column is the most valuable square on the board because it participates in more possible lines of four than any other. A disc placed there is part of three horizontal lines, three vertical lines and several diagonals, which is more than any edge position can offer.
Why Most Games Do Not Follow the Theory
If the first player always wins with perfect play, why does anyone lose as the first player?
Because perfect play is hard. The winning lines require the first player to see threats several moves ahead and to build positions that create two threats at once — a double threat, where the opponent can only block one. Creating a double threat is the actual skill of the game, and it is not obvious.
For casual players, the outcome is decided by who makes the first unforced error, which is usually whoever fails to notice a three-in-a-row with an open end. That happens at every level below strong club play.
So the practical answer is: go first, because it is theoretically winning and practically advantageous, but do not assume the game is over.
How the Second Player Actually Wins
The second player wins when the first player makes a mistake. There are three mistakes worth knowing, because they are the ones that happen.
Playing the edge too early. A disc in column one or column seven contributes to very few lines. It is not always wrong, but it is usually a wasted move in the opening.
Stacking a single column. Building vertically is the easiest line to block, because the opponent can simply play on top of it. A vertical three is a threat only if the square above is still open on your turn.
Missing the opponent’s double threat. The most common losing move is blocking one threat and creating no threat of your own, which hands the initiative back.
The second player’s realistic strategy is to occupy the squares adjacent to the centre, force the first player to commit to a column, and look for the moment when the first player’s attention is on one side of the board.
Three Rules That Improve Anyone’s Game
- Take the centre column first. If you are first, this is the opening. If you are second and the centre is available, take it.
- Always ask what your opponent’s last move threatened. Every move either creates a threat or blocks one. A move that does neither is a move you will regret.
- Look for two threats at once. One threat is a problem your opponent can solve. Two threats in different columns cannot both be solved, and that is how games are actually won.

The Oversized Version as a Product
Large-format four in a row is a strong retail and events product for a simple reason: everybody already knows the rules, so it removes the teaching barrier that most garden games have to overcome. The size is what makes it work at an event, because it is legible from across a garden.
It is also the most structurally demanding product in the wooden game category, and that is where buyers get caught.
What to Check
- Frame rigidity. The frame carries the full weight of the stacked discs and takes the load when someone leans on it. A frame that flexes will jam the discs, and a jammed disc is a game that stops.
- Joint construction. Screwed joints with pilot holes hold. Stapled joints work loose, and the failure appears under load rather than at delivery.
- Disc clearance. Discs must drop freely but not rattle. This is a tolerance question across the whole set, not just the first disc you test.
- The release mechanism. Most large sets have a sliding or hinged gate at the base of each column. This is the part that breaks, and it is worth asking what it is made of.
- Base stability. A tall frame on a narrow base tips. Check the base width against the frame height.
- Carton cube. This is a bulky product and freight is charged on volume, so packed dimensions decide viability as much as unit cost does.
What to Specify
Frame dimensions and disc diameter, frame timber and joint method, gate material, finish type and coat count, and whether the set breaks down for transport. For events and hire use, add stainless fixings and a heavier finish, because a set used by the public wears several times faster than one used by a family.
Frequently Asked Questions
Does going first guarantee a win?
With perfect play, yes — the game is solved and the first player wins. In practice, no, because perfect play requires seeing double threats several moves ahead and almost nobody does that consistently.
What is the best opening move?
The centre column. It is part of more potential lines of four than any other square on the board.
Can the second player force a draw?
No. The solved result is a first-player win, not a draw. A draw only happens when both players make mistakes that cancel out, or when the grid fills without either noticing a winning line.
Does the result change on a bigger board?
Yes. The solved result applies to the standard seven by six grid. A different size is a different game and would need its own analysis.
Is Connect 4 free to use as a product name?
No, it is a registered trademark. Four in a row is the generic description, and that is the safer choice for packaging and listings.
Sourcing Wooden Garden Games in Bulk?
Kangjie is the direct manufacturer behind these games — no trading company, no middleman margin. We supply Kubb, Croquet, Molkky, Ring Toss, Tumble Tower, Cornhole and more to importers, retailers and brand owners worldwide.
- Factory-direct pricing with transparent volume tiers (500 / 1,000 / 5,000 units)
- OEM & ODM: logo, packaging, size and finish built to your specification
- EN71 & ASTM F963 compliant; FSC-certified timber
- Bulk lead time 30–45 days, quotation within 24 hours









