42 slots, trillions of games
Seven columns and six rows give you just 42 spaces. Those spaces still allow 4,531,985,219,092 legal positions, a count worked out by the computer scientist John Tromp.
Drop Four is a free Connect Four game — also written Connect 4 — that runs in the browser, with nothing to install and no sign-up. Pass the device back and forth for a two-player game, or play the Easy or Hard bot. Take turns dropping a counter into a column, and the first player to line up four — across, upwards or diagonally — wins the game.
Seven columns and six rows give you just 42 spaces. Those spaces still allow 4,531,985,219,092 legal positions, a count worked out by the computer scientist John Tromp.
In October 1988 James Dow Allen and Victor Allis independently cracked it, weeks apart and without knowing about each other. Allis wrote his version up as a university thesis, and the perfect result has been known ever since.
With flawless play from both sides, the first player wins only by starting in the centre column. Opening beside it draws, and opening in the outer columns loses. That is why the Hard bot here quietly adds points for holding the middle.
Every move fills exactly one slot and nothing ever comes off the board, so the grid doubles as the clock. A game that reaches move 42 with nobody connecting four is a draw.
A much repeated story claims a similar game kept Captain James Cook busy on long voyages, and that his crew nicknamed it after the thing stealing his attention. It is a lovely tale, though it belongs to folklore rather than to any documented ship's log.
Milton Bradley put the upright grid and the two colours of disc into shops in 1974, which is when the game turned into a household fixture rather than a curiosity.
It looks five moves ahead using minimax, scoring every possible future board, and uses alpha beta pruning to throw away whole branches the moment they cannot beat something it has already found. The same idea drives classical chess engines.
Formally it sits in the family of m,n,k games alongside noughts and crosses and Gomoku. The twist is that you pick a column rather than a square, so gravity chooses your row for you and most of the board is out of reach on any given turn.
Qubic fell in 1980 and Connect Four in 1988. Draughts held out until 2007, after roughly eighteen years of computation by Jonathan Schaeffer's team, and the answer turned out to be a draw with perfect play on both sides.
Long before computers, Ernst Zermelo proved that any finite two player game with no hidden information and no dice has a guaranteed best outcome. Connect Four is simply one of the games that took another 75 years to actually calculate.