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

FeatureConnect FourHex
Grid TypeSquare (with gravity)Hexagonal
Board Size7x6 (fixed)7x7 to 19x19 (commonly 11x11)
Year Invented19741942 (Piet Hein) / 1948 (John Nash)
Draws Possible?YesNo (proven)
First-Player AdvantageStrong (proven win)Strong (proven win, requires swap rule)
Average Length10-15 min15-45 min
Best ForFamily, casual playMathematicians, 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.