Before you start
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Connect 4 Drop pieces to make four in a row — build a double threat the opponent cannot block both ways.
Gomoku Five in a row on the open grid — make two threats at once and the game is won.
Hex Connect your two sides across the board — one unbroken chain, and there is always a winner.
Reversi Flip the line between your pieces — hold the corners and control the whole board. All activities
Play a game
Connect 4 Drop pieces to make four in a row — build a double threat the opponent cannot block both ways. Gomoku Five in a row on the open grid — make two threats at once and the game is won. Hex Connect your two sides across the board with one unbroken chain — there is always exactly one winner. Reversi Flip the line of pieces between yours — hold the corners and control the whole board. Dots & Boxes Draw a line, close a box, take another turn — count the chains and sacrifice to win. Connect 4 — Pop Out Connect-4 with a twist: drop a disc OR pop one of your own out of the bottom, sliding the whole column down. A pop can make four for both of you — and whoever moved wins. Renju Gomoku made fair. You play Black under the professional forbidden-move rule — no double-three, double-four, or six-in-a-row — and win with exactly five. Play a Friend Share a room code and play a friend on the same board — a quick networked match. Pass-and-Play Two players share one device and take turns — the same real games, face to face. Little Grid (ages 6–8) A gentle, audio-first first taste of Connect 4 for younger players — dropping a coin, how it always falls to the bottom, and lining up four in a row. Big buttons, read aloud.
Sharpen your play
Learn to Win Four ideas that win across all five games — connection, the double threat, flipping territory, and parity. Board Vision Train your eye for the grid — where a line can extend, and where a threat is one move away. Pattern Trainer Learn the recurring shapes — the forks and double-threats that come up again and again. Tactics Find the winning move — read the position and pick the line that forces the win. Predict the Move Call the best move — or the winning threat — BEFORE the reveal, then find out why. A guess is the point.
Practice & together
Mixed Practice A short round across the kits you have played — brought back to make it stick. Tactics Rush Race your OWN best on tactics you already know. Timer optional, no penalty for a miss. Trick Questions Brain-teasers with a twist — spot why the obvious move is a trap. Teach the Cast Teach a winning idea to a cast member still learning it — teaching makes it stick. Grid Duel (hotseat) 2–4 players take turns on one device — same questions for everyone, highest first-try score wins. Grid Quest — the map A progression trail through every kit. Clear each stop of real practice, then move on. Progress Your levels, streak, and how each skill area is coming along — saved on this device. My Games Every game you play is saved on this device — replay it move by move and get a kind, move-by-move review of your Connect-4 games. Nothing leaves the device.
Concept Kits — 16 kits of connection-game strategy
Kit 1: Connect-4 Basics Connection · grades 4-5 · 25 questions Kit 2: The Fork Double-Threats · grades 4-5 · 25 questions Kit 3: Blocking & Threats Double-Threats · grades 4-5 · 25 questions Kit 4: Solved Games Connection · grades 5-6 · 25 questions Kit 5: Gomoku Connection · grades 5-6 · 25 questions Kit 6: Open Threes & Fours Double-Threats · grades 5-6 · 25 questions Kit 7: Hex — Connection Paths Connection · grades 6-7 · 25 questions Kit 8: Hex Strategy Connection · grades 6-7 · 25 questions Kit 9: Reversi Basics Territory / Flip · grades 6-7 · 25 questions Kit 10: Corners & Stability Territory / Flip · grades 6-7 · 25 questions Kit 11: Mobility & Territory Territory / Flip · grades 7-8 · 25 questions Kit 12: Dots-&-Boxes Basics Parity · grades 6-7 · 25 questions Kit 13: Parity & The Chain Rule Parity · grades 7-8 · 25 questions Kit 14: The Double-Cross Parity · grades 7-8 · 25 questions Kit 15: Spot the Shared Primitive Transfer · grades 7-8 · 25 questions Kit 16: Capstone — Grid Games Synthesis Transfer · grades 7-8 · 25 questions
More ways to play
😄 Brain break
Meet the cast — the characters who teach this
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Arbor The game tree: every position branches into the moves that follow -
Ballast Stability and corners: the unflippable pieces in Reversi -
Causeway The bridge: a virtual connection that cannot be cut in Hex -
Domino Forcing sequences: chaining threats to keep the initiative in Gomoku -
Flank Territory flip: capturing a line of pieces in Reversi -
Mobi Mobility: keeping more moves available than your opponent -
Oddwin Parity: who-moves-last, the key to Dots-and-Boxes -
Rowan Connection: extending a chain of your pieces toward a win -
Twain The fork: one move that makes two threats at once
Ensemble stories — the cast together
📚 Books for GridForge
Browse all books →Built from these ludemes
A ludeme is a building block of a game's rules. This one combines: