background image

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

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