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Advanced Power Launch; Team Play - Hasbro Connect 4 Launchers Instructions

2+ players ages 5+ the frantic, fast-flying 4-in-a-row game

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3
3

adVaNCEd pOWER LaUNCH

GamE
For 2 Players
G
ameplay
Play this game in rounds. Players alternate turns, launching one checker at a
time. The youngest player launches first.
e
a R
& s
ndinG
ound
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.
Not a 4-in-a-row;
red doesn't control this space.
The scoring player slides the scoring marker on his or her launcher up, as
follows:
Where is the 4-in-a-row?
Top Tray
Bottom Tray
(Begin each game with the scoring marker on 0.)
t
s
a n
R
o
taRt
ew
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.
HEy... WHaT iF...?
• 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.

TEam pLay

Teammates sit next to each other.
b
& c
F
asic
HampionsHip
Rantic
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.
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.
Play with any or all Power Checkers. They each have special powers explained below.
Now red controls the space;
red has 4-in-a-row!
point Value
2
1
• 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.
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t
p
- F
2
auncH
eam
lay
oR
teams
o
bject
t
o
c
ypes
F
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:
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.
H
ow to win
• If a Power Checker (used in Game 3)...
a
p
l
t
p
dvanced
oweR
auncH
eam
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.
Not suitable for children under 3 years
because of small parts - choking hazard.
:
Be the first player to score at least 3 points.
Launch another checker right away (even a Power Checker).
OR
:
The first player to score 3 points wins!
- 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.
- F
2
lay
oR
teams
hasbrogames.com
TM
© 2010 Hasbro, Pawtucket,
RI 02862 USA. All Rights
Reserved. TM & ® denote U.S.
Trademarks. Patent Pending.
PROOF OF PURCHASE
28951
GAMES
®

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