Allen vs Tromp — A Historic Connect Four Match

In 1988, James D. Allen proved that Connect Four is a solved game — the first player can always force a win with perfect play. In 1995, John Tromp independently achieved an even stronger result, computing the exact value of every possible position.

Allen vs Tromp — A Historic Connect Four Match Between the Game's Two Solvers

Then they sat down and played.

The Match

Six games. No draws. Every game ended in resignation or a forced win. The final score: 3-3.

Two people who knew the mathematical truth of Connect Four played each other — and neither could prove superiority over the board. The games are short, sharp, and full of concepts that define high-level play: J-configurations, odd threats, undercutting, positional squeezes, and triple threats.

Here is every game, analyzed move by move.

The Games

What the Match Tells Us

The Allen-Tromp match is proof that knowing a game is solved and playing it perfectly are two very different things. Connect Four has 4.5 trillion possible positions. No human can memorize them all. Even the two people who understood the game better than anyone else on earth made mistakes, set traps, and had to resign.

That's what makes Connect Four worth playing. The truth is out there, but it's too vast to hold in your head. Every game is a contest of pattern recognition, threat calculation, and nerve.


Want to improve your own game? Read our strategy guide or practice against the computer.