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HOW TO WIN CONNECT 4 EVERY TIME

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HOW TO WIN CONNECT 4 EVERY TIME

Transcript

346 segments

0:00

This video is going to show you how to

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win Connect 4 every time. First, we'll

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break down the basics. Next, we're going

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to go over traps and why they are

0:08

necessary to win a game. Then, we're

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going to go over odds and evens and how

0:12

this controls the entire game. Then,

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we'll look at keeping count, which lets

0:16

you predict where every piece will land.

0:18

And finally, we'll show you how to set

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up traps to win the game. If you gain

0:22

value from this video, give it a like,

0:24

write a comment about anything, and

0:26

subscribe because you're awesome. Now,

0:28

before we get into traps, let's touch on

0:30

some basics. I'll assume you already

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know how to play Connect Four. You need

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four in a row, and you drop the pieces

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straight down. So, if you didn't know

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the rules, well, there they are. There's

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three directions in which you can get

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four in a row. Vertical, horizontal, and

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diagonal. Since there are seven columns

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in Connect Four, this means that in

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order to get a horizontal or diagonal

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four in a row, you need to have one of

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those pieces be in the middle column. So

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having more pieces in the middle is

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advantageous.

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A lot of the game will involve blocking

1:00

the other player from stringing pieces

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together. If the player has two in a row

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unblocked, this is considered a minor

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threat, while if they have three in a

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row unblocked, this is considered a

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major threat. With a major threat, you

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must block the three in a row, or else

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they'll win on the next turn. With a

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minor threat, you don't have to

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immediately block, but you could also be

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threatened if another piece makes its

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way into the row. If you're paying

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attention, you should always be able to

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stop a major threat by blocking the

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fourth piece. That is, unless if you

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have set up a trap. What is a trap?

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Let's look at perhaps the most simple

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trap possible. Let's say you're red.

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Yellow goes first and in the middle. You

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put your piece here. Then yellow goes

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here. You play on top of them in the

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middle row. Then yellow places their

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third piece here. Now you're in a

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dilemma. If you block on the left, they

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can play on the right. And if you block

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on the right, they can play on the left.

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You've been forced into an ultimatum

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where you can't possibly win. This is a

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trap. Let's look at a more complex trap

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called a seven. Your pieces form this

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shape that looks like a seven. When you

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play here, the other player is forced to

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block you here, but their blocking piece

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now allows you to get your win on top of

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it. The same scenario could be achieved

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from two rows of three stacked on top of

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each other. This trap is brought about

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by the turntaking nature of the game.

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Since each player has to play one at a

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time, if you can get backto back major

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threats, it means the defending player

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will be forced to block the first threat

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while the trapping player can capitalize

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on the second threat. This is brought

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about by the odds and evens nature of

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the game. In a game, there will always

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be an odd player and an even player. The

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odd player is who went first, and the

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even player is who went second. This

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will never change no matter where anyone

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plays their pieces or who is winning.

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Since the game will involve exactly 42

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moves, 21 by each player, we know that

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if yellow goes first, red will go last.

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Let's imagine we fill up the entire

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board except for one row that no one

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wants to touch. That is because both red

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and yellow have a trap set up for row

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two. Whoever plays first in this column

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will lose as the next player will play

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and land in row two, completing their

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four in a row. Who wins the game, red or

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yellow? Actually, we don't know which

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color will win, but we do know that the

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even player will win. If we count back

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from the top of the column, we know that

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the even player will play last and would

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end up with row six, then the odd player

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row five, even row four, odd row three,

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and then even row two. With this setup,

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there was no other possible winner. And

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because of this, it can be very

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advantageous for the even player to set

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threats on even rows and the odd player

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to set threats on odd rows since if you

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go vice versa, your threats will just

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become blocked. However, keeping track

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of what's even and what's odd isn't

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always so clear-cut. Take for example

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this board with two columns of five

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remaining. This threat sits on row

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three. So, is the threat an even threat

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or an odd threat? Since there are 10

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remaining spots, it means it's odd's

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turn. Odd has to play on row two, the

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even row. Even has to block on row

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three, then odd, even, odd. Then even is

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forced to play on the next row two,

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giving odd their expected victory on the

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odd row. The last column has to conform

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to the evens and odds methodology. But

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not every column leading up to it needs

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to. This is where we need to keep count.

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Keeping count simply involves having an

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understanding of how the game will

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develop, working backwards from the end

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so that you can know when a column will

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be played by the even or the odd player.

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Now, a quick note about this section.

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You probably won't need to get into this

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level of detail to beat your cousin at

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Christmas. However, if you can't figure

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out why that 1,000 IQ robot seems to

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know exactly where to go every time,

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this section is for you. Now in order to

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understand how all of this works, we

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need to understand an underlying

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property of odds and evens. If you have

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an even amount of evens, you will get an

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even number. If you have an even amount

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of odds, you will also get an even

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number. If you have an odd amount of

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evens, again, you'll get an even number.

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But if you have an odd amount of odds,

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you will get an odd number. If you

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combine any amount of evens and odds

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where there are an odd amount of odds,

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you will get an odd. Now, we know

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already that connect four has an even

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number of turns in 42. But does it

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really take for example these two

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scenarios? One where you have a double

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threat from both teams on row two of a

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six empty column and the other where you

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have a double threat on row three of a

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five empty column. both have the exact

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same direct impact. If either player

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places one piece in this column, the

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other player will win the game, meaning

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certain death. So obviously neither

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player wants to do that. So in essence,

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we can block out this column from

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wanting to be played at any costs.

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However, what do we already know about

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this column? We know that if every

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single remaining spot is filled, the

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last pieces in this column will have to

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fill out even and odd. So in the first

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case, the even player will win since the

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odd player will be forced to play their

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piece in row one. In the second case,

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the even player will be forced to play

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first in row two and the odd player will

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win. If we completely remove the two

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death columns from play, the six column

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will remove an even number of plays from

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the board and the remaining plays will

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still happen odd than even. If we remove

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the odd column from the board, the

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remaining plays will happen even then

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odd. We already know that the even

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player will be forced to play first in

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the column, meaning that the odd player

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will play last in the rest of the

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places. And therefore, the odd player

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has become even. So, let's take a board

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with one empty column of six and our

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depth column of five. Since we know that

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the column of five is mutually assured

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destruction, both sides will have to

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focus their plays on the other column.

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There are 11 total plays remaining. So

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as said before, the odd player will play

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the even rows and the even player will

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play the odd rows. This means that if

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the odd player has set threats on even

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rows, they will win. And if they have

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set threats on odd rows, those threats

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will be blocked. We can keep taking this

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process out indefinitely. So here's how

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to make the method of keeping count

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easy. Take any columns of double threats

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and count the remaining plays in the

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total column. Then take how many plays

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are needed to reach the death spot and

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subtract it from that number and count

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if the final number is even or odd. For

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example, if you have your column of five

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with the death spot at three, you will

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do 5 minus 2. So you'll have an odd

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number in three. If your final number is

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odd, odds will win the death column. If

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your final number is even, evens will

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win the death column. If you have two

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columns 1 6 and 1 5 double threats at

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two and three 5 - 2 and 6 - 2 = 3 + 4 =

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7 odds win. If both are on row three 5 -

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2 6 - 3 3 + 3 = 6 evens win. One last

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scenario. Let's say you have

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interchanging major threats on a column

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with several columns remaining. Your

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threat is first. So, if you play here,

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your threat will be blocked, but you'll

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also block your opponent's threat a row

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above it. Do you wait until the end, or

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do you trip this row and allow your

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threat to be blocked? For this example,

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we're using the column of five again,

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your threat is on row three. If you're

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evens, you know, if this row is last,

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both players will get blocked and the

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game might end in a tie. If you're odds,

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you'll be winning. Let's play as even.

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Now, we'll look over at our column six

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on the left. The other player will not

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play in our column of five because

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they'll lose. But as that column of five

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is removed from the game, the column of

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six has shifted who is odd and who is

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even. Your threat on row four is now an

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odd column. If you play on the column of

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six, you'll play in row one, odd row

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two. Then if you play row three, odd

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blocks row four, you play row five, and

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odd in row six. You'll now play in row

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two. Odd blocks you in row three. You

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block row four. And the game ends in a

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tie. However, if we backtrack, instead

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of playing in the column of six, we play

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in the column of five. Odd blocks you on

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row three, you block row four. Odd plays

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row five. You finish row six. Odd now

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plays row one. You play row two. Odd

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plays row three. And you win on row

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four. This is how you can change who is

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the odd or even player in certain

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columns based off of the order in which

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you play your pieces. However, how do we

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set ourselves up in these situations in

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the first place? In order to win Connect

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4, we need to set up traps. When setting

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up traps, we're going to assume your

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opponent is paying attention. So,

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they're going to block you when there is

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a major threat and will probably be

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getting in your way along the course of

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the game. You can also catch your

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opponent off guard if they haven't paid

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attention to an open minor threat. Just

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like the first trap of the video, when

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you have two in a row, either

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horizontally or diagonally, where five

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straight pieces can be played, the other

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player needs to block one of those five

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spots. or you can force a win by playing

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three in a row with nothing blocking on

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either side. Assuming your opponent is

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paying attention, your traps will need

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to be a little more sophisticated. There

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are two ultimate goals when setting

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traps. The first involves setting a trap

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where the other player has nowhere else

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to go on the board other than boosting

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your four in a row, which in this case,

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as discussed in odds and evens, you want

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to have your rows correspond with your

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starting order. The other involves

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forcing a block, which can be done by

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having two major threats vertically on

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top of each other or by having two

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directions in which your play can fill a

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row. The aforementioned seven setup

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involves a scenario where you have two

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major threats vertically on top of each

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other. A great way to give yourself the

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most opportunities to set up traps is to

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try and get as many pieces in the middle

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of the board as possible while also

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zigzagging your pieces to create

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diagonal possibilities. Diagonals go a

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long way. You can quickly turn someone's

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row into a double threat possibility by

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creating a diagonal row. You can also

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press people into playing where you want

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by making minor threats. Back to the

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seven setup. Let's say you go first.

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Your opponent plays on top of you and

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then you play on top of them. They

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decide to play next to you. You can put

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your piece on top of theirs creating a

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minor threat possibility. If they go to

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block that, you can put your piece on

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top of your piece. If they go anywhere

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other than the middle, you can play in

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the middle, giving another minor threat.

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If they stop the minor threat, you can

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play on top of that, and you've created

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your seven. A great way to take control

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of the game is to string pieces together

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in the middle, then force your opponent

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to make blocks on the edges or above,

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while on your turn, you place more

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pieces in the middle. Again, the edges

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can't work without the middle. So, you

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can get your opponent wasting a lot of

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their turns doing this. Just by having

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lots of pieces in the middle, you can

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force the unopposed three from the

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beginning of the video by forcing your

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opponent to block you vertically as you

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build it. Even if a major threat isn't

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ready to be finished yet, setting them

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up can make the board more dangerous for

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your opponent, such as this diagonal

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where the end is unfinished, but when

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you place your third piece in your

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column, your opponent has to block it

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and then you place your fourth piece on

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top of their piece to get the win.

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Setting traps is an art, so if you have

13:14

traps you enjoy, write them in the

13:16

comments. This is everything you need to

13:18

know to win Connect 4 every time. If you

13:21

enjoyed this video, give it a like.

13:23

Write a comment if you want another game

13:24

covered and thank you for watching.

Interactive Summary

This video explains how to win at Connect 4 by covering the basics, the importance of traps, and the concept of odds and evens in controlling the game. It details how to identify and create threats, the strategic advantage of controlling the middle columns, and how to use the turn-based nature of the game to your advantage. The video also delves into predicting piece placement by keeping count and understanding the odd/even player dynamics, illustrating complex scenarios and trap setups, including the 'seven' trap, to help players consistently win.

Suggested questions

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