Game modes · Mini game · unrated

Connect Four

Connect Four darts takes the kitchen-table classic to the dartboard. Seven numbers start the seven columns, and every stone that drops reveals a new, harder field above it. Every board is different, so you can’t plan far ahead. Get four in a row and you win.

  • Two players, two teams, or you against a bot of your strength
  • Every hole has its own field, revealed as you go
  • Four levels, from singles up to trebles and the bull
  • Bonuses for doubles and trebles
  • Unrated, just for fun
Connect Four · Easy Green wins the leg
To throw
  1. 14Dart 1
  2. –Dart 2
  3. –Dart 3
The end of a leg on Easy. Green has three in a row at the bottom, open at both ends. Cream blocks the 20, and that column shows its next field at once: S10. Green takes the 14 and wins. As in the app, each column shows its field on top and lit on the dartboard, and the holes above stay hidden.

The rules

How Connect Four darts works

Two sides play against each other: green throws first, cream second (unless a bull-off or the random draw says otherwise). The sides take turns, one visit each.

  1. Hit the field, drop a stoneThe top of each column shows what its next hole takes. At the start that is the column’s own number. Hit it and your stone drops in.
  2. Every stone reveals the next fieldAbove the bottom row, every hole has a field of its own: a single, double or treble of another number, and in one column even the bull. You only see it once a stone lands below it. The higher the hole, the harder the field.
  3. One stone, three triesYou place one stone per visit and get three darts to do it. Once the stone is in, your visit is over and any darts left stay in your hand.
  4. Four in a row wins, or nobody doesFour stones of one side in a line, across, up or diagonally, win the leg. Once neither side can make four any more, the leg ends there and then as a draw.

The board

42 holes, 42 targets

This is a board with every field uncovered. In a real game you only see the bottom row and the fields directly above the stones. Every leg deals a new board.

  1. Row 1
    The number of the columnAny hit on it counts: single, double or treble.
  2. Rows 2 to 4
    Singles of other numbersEvery column owns two more numbers and switches between them, so a dart never fits two columns.
  3. Rows 5 and 6
    DoublesThe higher the hole, the harder the field. On Medium a treble waits on top.
  4. On top, once
    The bullOne column ends in the bull: 25 or 50, on Hard and Extreme the bullseye only.

Why the fields never get in each other’s way: each column has its own numbers, the one it starts with plus two of the thirteen others, and one column gets the bull. A dart never fits two columns at once, and every lit field on the dartboard belongs to exactly one column.

Setting · Difficulty

Four levels, one for everybody

The level sets where the seven numbers sit (side by side or spread round the board) and how quickly the fields get harder. Next to each board you see one of its columns, from the bottom hole to the top.

  • Easy

    • 7 neighbouring numbers
    • Above them singles, then doubles
    • The bull (25 or 50) on one column
  • Medium

    • 7 numbers spread round the board
    • Singles, doubles, a treble on top
    • The bull (25 or 50) on one column
  • Hard

    • 7 neighbours, double or treble at the bottom
    • Doubles, then trebles
    • The bullseye (50) on one column
  • Extreme

    • 7 numbers spread, double or treble at the bottom
    • Trebles from the third row
    • The bullseye (50) on one column
AutoThe default. Sridu picks the level from your 3-dart average. With no games played yet it starts on Easy. It never picks Extreme for you.
  1. Easybelow 45
  2. Medium45 to 70
  3. Hard70 and up

The columns always follow the dartboard clockwise. On Easy and Hard, neighbours on the dartboard are neighbours on the grid too, so a slip often still hits the number of the next column.

Setting · Columns

Four ways to build the board

Surprise is the default and the heart of the game. The other three are one tap away in the setup. Here is the same position with each of them:

  • SurpriseDefault

    Every hole has its own field, and you only see the next one. You can’t plan far ahead, because every stone changes the board.

  • New fields, shown

    The same fields, but all of them visible from the first dart. For players who like to plan their way up.

  • Rings only

    Each column keeps its number, but higher up only its doubles and trebles count. You see from the start what every hole needs.

  • Always the same

    Every hole takes what the bottom one takes: the classic, seven numbers all game long.

Setting · Double bonus · Treble bonus

Doubles and trebles can do more

Doubles and trebles each have their own setting with four choices. Normal is the default: a double or treble that fits a field drops one stone, like any other hit. The other three change how the game plays.

The same position three times. Green to throw on Hard, and cream threatens to finish its diagonal in the next hole of the 20: D10. The double bonus set three different ways:

  • 2 stonesDouble stone!
    1. D10Dart 1
    2. –Dart 2
    3. –Dart 3

    Two stones drop into the column, one on top of the other, whatever the second hole asks for. The first blocks the cream diagonal, the second sets up a diagonal of its own.

  • Extra moveExtra move
    1. D10Dart 1
    2. D2Dart 2
    3. –Dart 3

    The stone doesn’t use up your move. Block with the double, then throw one of your remaining darts at the next field.

  • CaptureCaptured!
    1. D2Dart 1
    2. –Dart 2
    3. –Dart 3

    Instead of adding a stone, the hit captures the top stone of the column: the cream stone in the way turns green. That makes four across and wins the leg.

You only get a bonus when the double or treble fits a field. Mix the settings as you like, for example 2 stones for doubles and capture for trebles. Extra moves can chain: each hit that earns the bonus gives you another move, up to three stones in one visit. Capture even works on a full column, as long as the top stone belongs to the other side.

In the game

What you see on screen

The game board sits next to the scoreboard, and the dartboard shows where to aim. These are the five states to know:

  • Lit fields

    Every column lights up the field of its next hole on the dartboard: a whole number, a single ring, a double. Those are the only targets.

  • A new field appears

    A stone drops, and its column shows the next field at once: on top of the board and lit on the dartboard. The holes above stay hidden.

    1. S19Dart 1
    2. T20Dart 2
    3. –Dart 3
    Visit complete

    Your move is made, so the visit is closed. The dartboard dims, its rim turns violet, and a crossed-out dart shows on it until the darts are pulled. A dart thrown anyway doesn’t count.

  • Four in a row

    The rest of the board dims, the four light up one by one and a line runs through them. In the win screen, Show board brings the final position back.

  • Nobody can win: a draw

    Every line of four holds stones of both sides, so neither can make four any more. The leg ends right there as a draw, even with holes left.

  • Whose turn: the big green or cream stone next to the board. The scoreboard shows how many stones each side has placed and how many darts it has thrown.
  • A stone lands: it drops onto the dartboard as a big, solid stone with the field you hit in the middle, so everybody at the oche sees who placed it and with what. Then the top of its column switches to the next field.
  • The caller: after your visit it calls the field that dropped the stone, such as “Double ten”, or “No score”. Points don’t matter here, so it never calls a total.
  • Bonus hits: a message shows what just happened, such as “Double stone!” or “Captured!”. After an extra move you are told to keep throwing.
  • After the last dart: the win screen has a Show board button. It brings back the final position and replays the winning four.
  • A wrong dart? Tap its chip and correct it, as in any other game. The board follows: a stone placed by mistake comes out, and the field it revealed is hidden again.
  • Need a break? You can pause Connect Four like any other game.

Setup

Start a game

Open Party & duels in the game setup and pick Connect Four. Everything else is set up just like a match.

  • PlayersAlways two sides at this board: two players, or you against a bot of your own strength. With three or more players you play in two teams. The team switch turns on by itself, the list is split alternately, and clicking the letter next to a player moves them to the other team.
  • Uneven teamsTwo against one? Choose how the turns work. With Every side once, the lone player throws every visit for their side. With Every player once, everybody throws once per round, so the bigger team gets more visits.
  • DifficultyAuto, Easy, Medium, Hard or Extreme. See the four levels.
  • ColumnsSurprise (the default), New fields shown, Rings only or Always the same. See the four ways.
  • Double bonusNormal, 2 stones, Extra move or Capture. See the bonuses.
  • Treble bonusThe same four choices, set separately.
  • LegsOne leg, first to 2, first to 3 or more, and every leg is played on a new board. A drawn leg counts for nobody. If you play a single leg and it is drawn, the game ends as a draw. Mini games have no sets.
  • Who throws firstThe first player in the list, a bull-off or random. After that the sides take turns to start a leg.
  • UnratedConnect Four doesn’t touch your average, your statistics or the leaderboards. Sridu only keeps count of your wins.

Tips

How to win more often

  • Build low. The bottom holes are the easy ones. Set up your threats down there and leave the hard holes up top to the other side.
  • Every stone opens a field. A stone you drop reveals the next hole of its column, for both sides. Before you play a column, think about who needs the hole above it.
  • Play the middle. The middle column is part of more possible fours than any other, so a stone there does the most work.
  • Two threats beat one block. With three in a row and a free hole at both ends, your opponent can only block one of them. That is how the leg in the demo above was won.
  • Capture is your way back. Behind? With capture on doubles, one good double turns their best stone into yours, and their block becomes your threat.
  • It’s good practice too. You throw singles, doubles and trebles all over the board, with a new target nearly every visit, and none of it counts against your average.
  • Another board game for two. In Battleship you hide a fleet on the board and sink the other one with your darts.

Game modes

More ways to play

Ready for a game?

Open the app, go to Party & duels and play Connect Four darts against a friend at your board, or against a bot of your strength.