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Lesson terms

Lessons use everyday words. We always say disc, never stone. Older writeups sometimes use the extra names in gray — you do not need them to play.

Disc
The piece you drop. Lessons say disc — not stone or checker.
Drop
Place a disc in a column. Gravity pulls it to the lowest empty square.
Landing square
The empty square a disc will occupy if you play that column now.
Four-line
Four squares in a row — across, stacked, or on a slant — that would win if they all hold your discs.
Winning squarealso called out, threat cell
An empty square on a four-line. If the next disc can land there, it is a win this turn.
Later winning square
A winning square that still needs a disc under it before anyone can land there.
Who lands there
Count the empty squares from the winning square down to the landing square. Odd count: the player to move lands there. Even count: the other player does.
Block
Drop on their landing square so they cannot complete four on their next turn.
Double threat
One drop that creates two winning squares for your next turn. They can stop only one.
Fork
One drop that aims at two fours later — not two wins next turn.
Odd and even rows
Count from the bottom. First player usually owns rows 1, 3, 5. Second player owns 2, 4, 6.
Even-row finish
Gold wants the empty finishing square on row 2, 4, or 6 — taken when it is the landing square, not filled just to fill it.
Dead threat
A three whose finishing square they will land on. Do not keep building that line.
Forcing dropalso called sente
A drop that makes a winning square for next turn. They must answer it or you win.
Quiet dropalso called gote
A drop they can ignore. It does not create a must-block.