Connect Four vs Hex: Two Connection Games on Two Different Grids
Connect Four
Connect four discs in a row on a 7x6 vertical grid where pieces fall under gravity.
Pros
- Easier to learn — most players grasp the win condition in 30 seconds
- Gravity adds a unique constraint not seen in other connection games
- Quick decisive games (10-15 min)
- Massive consumer recognition since 1974
Cons
- Smaller board limits the connection patterns possible
- Multiple winning directions can feel chaotic to new players
- Solved with engine support widely available
Hex
A two-player connection game invented independently by Piet Hein (1942) and John Nash (1948). Played on a hexagonal grid (commonly 11x11 or 13x13), each player tries to connect their two opposite sides with an unbroken chain of stones.
Pros
- Mathematically elegant — proven that the first player always has a winning strategy
- No draws possible (proven)
- Multiple board sizes (7x7 up to 19x19) for different skill levels
- Beloved by combinatorial game theorists and AI researchers
Cons
- Hexagonal grid takes time to "see" properly
- Extreme first-player advantage requires the swap rule to balance
- Smaller player base than Connect Four
- Less marketed — most casual players have never heard of it
Feature Comparison
| Feature | Connect Four | Hex |
|---|---|---|
| Grid Type | Square (with gravity) | Hexagonal |
| Board Size | 7x6 (fixed) | 7x7 to 19x19 (commonly 11x11) |
| Year Invented | 1974 | 1942 (Piet Hein) / 1948 (John Nash) |
| Draws Possible? | Yes | No (proven) |
| First-Player Advantage | Strong (proven win) | Strong (proven win, requires swap rule) |
| Average Length | 10-15 min | 15-45 min |
| Best For | Family, casual play | Mathematicians, deep abstract fans |
Verdict
Both Connect Four and Hex are connection games, but the grids change everything. Connect Four's gravity-bound 7x6 forces you to think vertically — you cannot place where you want, only where the column allows. Hex is wide-open: place a stone on any empty hex, and you have six neighbors instead of four or eight. That single change makes Hex feel more like painting a path than building a tower. Hex also has a deliciously clean theoretical property: it was proven (Nash, 1949) that the first player always has a winning strategy on any size board, which is why competitive Hex universally uses the "swap rule" to balance the opening. If you want a game that mathematicians get genuinely excited about, Hex is hard to beat. If you want a game your kid can pick up at a birthday party and start enjoying immediately, Connect Four wins on accessibility every time. They are both excellent — Hex for depth and elegance, Connect Four for warmth and speed.
Try Connect Four
See for yourself why Connect Four is the perfect balance of simplicity and depth.