HOW TO WIN CONNECT 4 EVERY TIME
346 segments
This video is going to show you how to
win Connect 4 every time. First, we'll
break down the basics. Next, we're going
to go over traps and why they are
necessary to win a game. Then, we're
going to go over odds and evens and how
this controls the entire game. Then,
we'll look at keeping count, which lets
you predict where every piece will land.
And finally, we'll show you how to set
up traps to win the game. If you gain
value from this video, give it a like,
write a comment about anything, and
subscribe because you're awesome. Now,
before we get into traps, let's touch on
some basics. I'll assume you already
know how to play Connect Four. You need
four in a row, and you drop the pieces
straight down. So, if you didn't know
the rules, well, there they are. There's
three directions in which you can get
four in a row. Vertical, horizontal, and
diagonal. Since there are seven columns
in Connect Four, this means that in
order to get a horizontal or diagonal
four in a row, you need to have one of
those pieces be in the middle column. So
having more pieces in the middle is
advantageous.
A lot of the game will involve blocking
the other player from stringing pieces
together. If the player has two in a row
unblocked, this is considered a minor
threat, while if they have three in a
row unblocked, this is considered a
major threat. With a major threat, you
must block the three in a row, or else
they'll win on the next turn. With a
minor threat, you don't have to
immediately block, but you could also be
threatened if another piece makes its
way into the row. If you're paying
attention, you should always be able to
stop a major threat by blocking the
fourth piece. That is, unless if you
have set up a trap. What is a trap?
Let's look at perhaps the most simple
trap possible. Let's say you're red.
Yellow goes first and in the middle. You
put your piece here. Then yellow goes
here. You play on top of them in the
middle row. Then yellow places their
third piece here. Now you're in a
dilemma. If you block on the left, they
can play on the right. And if you block
on the right, they can play on the left.
You've been forced into an ultimatum
where you can't possibly win. This is a
trap. Let's look at a more complex trap
called a seven. Your pieces form this
shape that looks like a seven. When you
play here, the other player is forced to
block you here, but their blocking piece
now allows you to get your win on top of
it. The same scenario could be achieved
from two rows of three stacked on top of
each other. This trap is brought about
by the turntaking nature of the game.
Since each player has to play one at a
time, if you can get backto back major
threats, it means the defending player
will be forced to block the first threat
while the trapping player can capitalize
on the second threat. This is brought
about by the odds and evens nature of
the game. In a game, there will always
be an odd player and an even player. The
odd player is who went first, and the
even player is who went second. This
will never change no matter where anyone
plays their pieces or who is winning.
Since the game will involve exactly 42
moves, 21 by each player, we know that
if yellow goes first, red will go last.
Let's imagine we fill up the entire
board except for one row that no one
wants to touch. That is because both red
and yellow have a trap set up for row
two. Whoever plays first in this column
will lose as the next player will play
and land in row two, completing their
four in a row. Who wins the game, red or
yellow? Actually, we don't know which
color will win, but we do know that the
even player will win. If we count back
from the top of the column, we know that
the even player will play last and would
end up with row six, then the odd player
row five, even row four, odd row three,
and then even row two. With this setup,
there was no other possible winner. And
because of this, it can be very
advantageous for the even player to set
threats on even rows and the odd player
to set threats on odd rows since if you
go vice versa, your threats will just
become blocked. However, keeping track
of what's even and what's odd isn't
always so clear-cut. Take for example
this board with two columns of five
remaining. This threat sits on row
three. So, is the threat an even threat
or an odd threat? Since there are 10
remaining spots, it means it's odd's
turn. Odd has to play on row two, the
even row. Even has to block on row
three, then odd, even, odd. Then even is
forced to play on the next row two,
giving odd their expected victory on the
odd row. The last column has to conform
to the evens and odds methodology. But
not every column leading up to it needs
to. This is where we need to keep count.
Keeping count simply involves having an
understanding of how the game will
develop, working backwards from the end
so that you can know when a column will
be played by the even or the odd player.
Now, a quick note about this section.
You probably won't need to get into this
level of detail to beat your cousin at
Christmas. However, if you can't figure
out why that 1,000 IQ robot seems to
know exactly where to go every time,
this section is for you. Now in order to
understand how all of this works, we
need to understand an underlying
property of odds and evens. If you have
an even amount of evens, you will get an
even number. If you have an even amount
of odds, you will also get an even
number. If you have an odd amount of
evens, again, you'll get an even number.
But if you have an odd amount of odds,
you will get an odd number. If you
combine any amount of evens and odds
where there are an odd amount of odds,
you will get an odd. Now, we know
already that connect four has an even
number of turns in 42. But does it
really take for example these two
scenarios? One where you have a double
threat from both teams on row two of a
six empty column and the other where you
have a double threat on row three of a
five empty column. both have the exact
same direct impact. If either player
places one piece in this column, the
other player will win the game, meaning
certain death. So obviously neither
player wants to do that. So in essence,
we can block out this column from
wanting to be played at any costs.
However, what do we already know about
this column? We know that if every
single remaining spot is filled, the
last pieces in this column will have to
fill out even and odd. So in the first
case, the even player will win since the
odd player will be forced to play their
piece in row one. In the second case,
the even player will be forced to play
first in row two and the odd player will
win. If we completely remove the two
death columns from play, the six column
will remove an even number of plays from
the board and the remaining plays will
still happen odd than even. If we remove
the odd column from the board, the
remaining plays will happen even then
odd. We already know that the even
player will be forced to play first in
the column, meaning that the odd player
will play last in the rest of the
places. And therefore, the odd player
has become even. So, let's take a board
with one empty column of six and our
depth column of five. Since we know that
the column of five is mutually assured
destruction, both sides will have to
focus their plays on the other column.
There are 11 total plays remaining. So
as said before, the odd player will play
the even rows and the even player will
play the odd rows. This means that if
the odd player has set threats on even
rows, they will win. And if they have
set threats on odd rows, those threats
will be blocked. We can keep taking this
process out indefinitely. So here's how
to make the method of keeping count
easy. Take any columns of double threats
and count the remaining plays in the
total column. Then take how many plays
are needed to reach the death spot and
subtract it from that number and count
if the final number is even or odd. For
example, if you have your column of five
with the death spot at three, you will
do 5 minus 2. So you'll have an odd
number in three. If your final number is
odd, odds will win the death column. If
your final number is even, evens will
win the death column. If you have two
columns 1 6 and 1 5 double threats at
two and three 5 - 2 and 6 - 2 = 3 + 4 =
7 odds win. If both are on row three 5 -
2 6 - 3 3 + 3 = 6 evens win. One last
scenario. Let's say you have
interchanging major threats on a column
with several columns remaining. Your
threat is first. So, if you play here,
your threat will be blocked, but you'll
also block your opponent's threat a row
above it. Do you wait until the end, or
do you trip this row and allow your
threat to be blocked? For this example,
we're using the column of five again,
your threat is on row three. If you're
evens, you know, if this row is last,
both players will get blocked and the
game might end in a tie. If you're odds,
you'll be winning. Let's play as even.
Now, we'll look over at our column six
on the left. The other player will not
play in our column of five because
they'll lose. But as that column of five
is removed from the game, the column of
six has shifted who is odd and who is
even. Your threat on row four is now an
odd column. If you play on the column of
six, you'll play in row one, odd row
two. Then if you play row three, odd
blocks row four, you play row five, and
odd in row six. You'll now play in row
two. Odd blocks you in row three. You
block row four. And the game ends in a
tie. However, if we backtrack, instead
of playing in the column of six, we play
in the column of five. Odd blocks you on
row three, you block row four. Odd plays
row five. You finish row six. Odd now
plays row one. You play row two. Odd
plays row three. And you win on row
four. This is how you can change who is
the odd or even player in certain
columns based off of the order in which
you play your pieces. However, how do we
set ourselves up in these situations in
the first place? In order to win Connect
4, we need to set up traps. When setting
up traps, we're going to assume your
opponent is paying attention. So,
they're going to block you when there is
a major threat and will probably be
getting in your way along the course of
the game. You can also catch your
opponent off guard if they haven't paid
attention to an open minor threat. Just
like the first trap of the video, when
you have two in a row, either
horizontally or diagonally, where five
straight pieces can be played, the other
player needs to block one of those five
spots. or you can force a win by playing
three in a row with nothing blocking on
either side. Assuming your opponent is
paying attention, your traps will need
to be a little more sophisticated. There
are two ultimate goals when setting
traps. The first involves setting a trap
where the other player has nowhere else
to go on the board other than boosting
your four in a row, which in this case,
as discussed in odds and evens, you want
to have your rows correspond with your
starting order. The other involves
forcing a block, which can be done by
having two major threats vertically on
top of each other or by having two
directions in which your play can fill a
row. The aforementioned seven setup
involves a scenario where you have two
major threats vertically on top of each
other. A great way to give yourself the
most opportunities to set up traps is to
try and get as many pieces in the middle
of the board as possible while also
zigzagging your pieces to create
diagonal possibilities. Diagonals go a
long way. You can quickly turn someone's
row into a double threat possibility by
creating a diagonal row. You can also
press people into playing where you want
by making minor threats. Back to the
seven setup. Let's say you go first.
Your opponent plays on top of you and
then you play on top of them. They
decide to play next to you. You can put
your piece on top of theirs creating a
minor threat possibility. If they go to
block that, you can put your piece on
top of your piece. If they go anywhere
other than the middle, you can play in
the middle, giving another minor threat.
If they stop the minor threat, you can
play on top of that, and you've created
your seven. A great way to take control
of the game is to string pieces together
in the middle, then force your opponent
to make blocks on the edges or above,
while on your turn, you place more
pieces in the middle. Again, the edges
can't work without the middle. So, you
can get your opponent wasting a lot of
their turns doing this. Just by having
lots of pieces in the middle, you can
force the unopposed three from the
beginning of the video by forcing your
opponent to block you vertically as you
build it. Even if a major threat isn't
ready to be finished yet, setting them
up can make the board more dangerous for
your opponent, such as this diagonal
where the end is unfinished, but when
you place your third piece in your
column, your opponent has to block it
and then you place your fourth piece on
top of their piece to get the win.
Setting traps is an art, so if you have
traps you enjoy, write them in the
comments. This is everything you need to
know to win Connect 4 every time. If you
enjoyed this video, give it a like.
Write a comment if you want another game
covered and thank you for watching.
Ask follow-up questions or revisit key timestamps.
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.
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