3
3
Play with
any or all
Power Checkers. They each have special powers explained below.
© 2010 Hasbro, Pawtucket,
RI 02862 USA. All Rights
Reserved. TM & ® denote U.S.
Trademarks. Patent Pending.
Not suitable for children under 3 years
because of small parts - choking hazard.
TM
PROOF OF PURCHASE
GAMES
hasbrogames.com
Consumer contact: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02862 USA.
☎
888-836-7025 Hasbro UK Ltd., Caswell Way, Newport NP19 4YH.
☎
00800 22427276.
Hasbro Australia Ltd., Level 2, 37-41 Oxford Street, Epping, NSW 2121, Australia.
☎
1300 138 697.
Hasbro NZ (a branch of Hasbro Australia Ltd.), 221 Albany Highway, Auckland, New Zealand.
☎
0508 828 200.
HEy... WHaT iF...?
TEam pLay
Teammates sit next to each other.
b
asic
& c
HampionsHip
F
Rantic
l
auncH
t
eam
p
lay
- F
oR
2
teams
Launch a checker, then pass the launcher to the next teammate
(who launches a checker immediately). It’s fast and it’s frantic -
so flip and pass quickly.
a
dvanced
p
oweR
l
auncH
t
eam
p
lay
- F
oR
2
teams
Launch a checker, then pass the launcher to the next
teammate (who launches a checker on the team’s next turn).
Any teammate can decide if/when to use Power Checkers.
• If a checker misses the trays completely,
it can be launched again on a future turn
(or right away in Game 1 or 2).
• If a player has no checkers left to launch,
the other player still launches the rest of
his or her checkers.
• If an opponent’s checker is in the air when a
player says, “CONNECT 4” and it lands on top
of the 4-in-a-row, keep playing - no one has
won yet! (This could happen in Game 1 or 2.)
• If a checker lands on the tray, but not in a
space, leave it there.
• If a Power Checker (used in Game 3)...
- is in a space: it counts towards 4-in-a-row.
- misses the tray: launch it again on a later turn.
- lands on the tray, but not in a space: the power is canceled
(if it falls in a space later the power does not activate).
- lands in a space: the power must be used on this turn.
GamE
adVaNCEd pOWER LaUNCH
For 2 Players
o
bject
:
Be the first player to score at least 3 points.
Where is the 4-in-a-row?
Top Tray
Bottom Tray
point Value
2
1
®
28951
G
ameplay
Play this game in rounds. Players
alternate turns
, launching one checker at a
time. The youngest player launches first.
e
ndinG
a R
ound
& s
coRinG
The round ends when: one player gets a 4-in-a-row;
OR
both players run out of
checkers to launch.
In Power Launch, majority rules; the player with the most checkers in a space
has control of that space. If both players have an equal number of checkers in a
space, neither player controls the space.
The scoring player slides the scoring marker on his or her launcher up, as
follows:
(Begin each game with the scoring marker on 0.)
t
o
s
taRt
a n
ew
R
ound
Clear the trays; players collect all of their color checkers and start another round.
The player who did not launch first in the last round, starts the next round.
Not a 4-in-a-row;
red doesn’t control this space.
Now red controls the space;
red has 4-in-a-row!
H
ow
to
win
:
The first player to score 3 points wins!
t
ypes
o
F
c
HeckeRs
Normal Checkers:
Nothing special happens. Play continues as usual.
power Checkers:
If the Power Checker doesn’t land in a space, the player’s
turn is over. If it does, a power is activated:
Go again:
Launch another checker right away (even a Power Checker).
mega Blast:
Remove
all
checkers from
every
space touching
the space where it lands.
Remove a Row:
Remove
all
checkers from the other spaces in the row it lands in -
either
pick the row that goes front to back,
or
the row that goes side to side.
Space Erase:
Pick any one space
touching the space
where it lands, and
remove
all
the checkers
from the chosen space!
Place any removed checkers off to the side; they cannot be launched again during this round.
OR