Red (first player) wins with perfect play, and only by starting in the center column. Starting adjacent to center draws; anything else loses (with perfect play). Take Red when you can, take the center, and never give it back.
A threat is an empty square that would complete your four. Because gravity fills columns bottom-up, as the board fills in a zugzwang endgame, Red ends up claiming odd rows (1,3,5) and Yellow even rows (2,4,6). So a Red threat on an odd row is a long-term winning asset; on an even row it is usually only tactical. The board overlay shows exactly this: collect solid rings, and count your opponent's.
Watch the verdict box. Early on the solver reports a heuristic eval; typically by moves 12–16 it proves an exact result ("forced win in N"). Against humans, your edge is knowing the verdict before they do: once you are proven winning, every move you need exists — find it. Once you are proven lost, play the longest defense and wait for their mistake (the trainer shows which defense lasts longest).
_ X X X _ — two threats at once, unstoppable.