HASBRO Connect 4 User Manual

I
,
AGES6+
2
PLAYERS
!
Lockable grid, top locking mechan­ism, game
handle), checkers,
2
cardboard sliders
to
play game)
ADULT ASSEMBLY REQUIRED. Carefully
remove
frame. sandpaper from the game pieces. Discard the frame after
removing all
1.
ASSEMBLY
Attach the grid
by
Figure
-
base
(doubling as a canying
21
yellow checkers,
2
scoring slides, label sheet,
(to
use in the Sways
the game pieces
If
needed use an emery
to
remove the excess plastic
top
locking mechanism
sliding
1.
it
into place as shown in
from
of
the game pieces.
21
the plastic
board
red
to
or
the
r
r
-2
8ET4P
1.
When you're ready game base grid vertically and slide the tabs on the legs into the horizontal slots in the game base as shown in
on
to
play, place the
a flat surface. Hold the
Figure
3.
Note:
You may need to lift the end with the
arrow
up
a llttle
to
get
the
tab
edge
over the should
in the
2.
Attach the Scoring Slides
base as shown in Figure
Note:
are only used in the Sin-a-Row Game. them
out
waste and vou're readv to dav
of the grid. The end
be
even
with
the side
locked
position.
The
two
cardboard Bin-@Row sliders
of
the cardboard she& recyole
place
the
sliders
that
on the bottom
of
the grid
off
to
version
of
to
2.
the side until
of
the
this
bar
when
the game
Pop
the
game.
2.
Make sure
3)
is down
checkers from falling out
3.
Place the game between you and you opponent.
4.
Pick a color - yellow or
of
the checkers the other colored checkers to your opponent.
5.
Label any
the red Power Markers. Label any four yellow checkers with the yellow Power Markers. Both sides
of
each checker should have a
matching label.
the
PopOut bar (see
and
locked
of
that color, and give
four
red
checkers with
to
prevent
red.
Take all
Figure
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.
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.
DRlGlNRL
CONNECT
q-.
-
q
b
Be the first player to get
--,
----
1-L
ccroreo
vertidly
cnecners
-
or
diagonally.
I..
~n
_
a
row
Fm.-
WI
-
4
"
-.-am-
ul
yvur
horizontally,
5.
If you're the first player to gel of your checkers in a row.
Grm
6.
For this game ignore the PC Checkers. Treat them like regular checkers.
L
\i
vou
win
8
-
-wQtay
I.
Decide who plays first. Players will alternate turns after playing a checker.
2.
Make sure the PopOut bar bottom is positioned so prevents the checkers from falling or popping out of the grid.
3.
On your turn, drop one checkers down
the
top
of the grid. See Figure
ANY
on
that
of
your
of
the slots in
the
it
ANOTHER
First, clear the flipping the PopOut bar up. (The bar must be in the order for checkers will
for
back into place.
it
another game.
SCORING
4.
Each game starts with slider set players agree on a number (up
10)
Connect
I
one space. The first player to reach the
greed upon number is the Connect
at
of wins needed to
4
GAM
grid
of
checkers by
PopOut position in
to
Be
sire to put the bar
the
0.
Before you begin,
be
champion.
Each
scoring
to
the overall
time you
1
!
>;g
r,,
'A7
'3
;S
Y
'>:&
4
-8
'.
I
cannot be put back into the column
.-
+
Jq
,.&the
at
the
bottom
to
the
PopOut
position. is the winner.
A.
bar available slot.
NoQs:
first have to put
3.
The first player to
it
was removed from.
This may not be possible on the
couple
S~III~:
of
turns so players will
the
chedcer back into any
10
checkers
I
HcmJbP&y
PopOut plays like the Original
vou
turn pop &e of your own checkers out bottom help you but for your opponent.
In
the
players creating a 4-in-a-row at the same
time,
turn
it
Connect 4 except on your
can EITHER dro~ a checker in OR
of
row. Be careful. Your move could
it
could also change things
rare
case
the
is.
a
win
goes whose
-.
results
En
the
8ET4P
This
is
a
game has been
are
turns to drop in your checkers, completing me
is
great Wme
all in the grid.
at
a time.
-
row
slid over to allow the checkers to be
to play
stored
and the checkers
If
the
grid
-
Be
sure
is
empty, take
the
~opOut
PoPPedout.
083ECT
Be the first to collect
10
checkers.
WbPkry
1.
When the
a turn popping out one of hislher own colored checkers from the bottom row.
If
the checker that was popped was part of a Connect 4 (4-in-a-row), then helshe has won
gets
The player continues to keep popping checkers out as long as they are part Connect
2.
If the checker you popped out was not Dart of a Connect
1
I
into the top
grld
to keep
4.
is
full,
each player
that
checker and
it.
Histher turn continues.
4.
wt
it
back
of
the
$d. A ch
takes
out
the
ba;
of
a
SlWe
the bar
position.
Power
at
the bottom to
UD
the
Po
OBJECT
Power Up plays like the Original Connecrt
4
me,
except
players
combination of these Power Checkers to make
the
game
faster
ad
add
more
any
shtegic.
Rawerchedmm
If you
Nay
the
ANVIL
checker, immediately out all
below the
If you
checker
immediately play a non-power checker.
Once a Power Checker is popped out, cannot
you
of
the checkers
if
A,,,VIL
at
the
mw.
play
a PLAY
you
be
used again in the same game.
may
the
k\
may
/
only
bottom
1
\
2
If you play the
Checker, you may
immdiablyplsya
m-power checker,
but
it
cannot create
a
connect4.
2
If you play this checker,
-
you may immediately
pop out one of your
opponent's checkers.
WALL
it
.'
1
I
-9
In this game, attach the Row sliders. Make sure the PopOut bar is down and locked to prevent the
:heckem
gin-a-ROW plays like Original Connect to getfive in a diagonally. The checkers on the sliders represent checkers have already been played.
from falling out.
4,
except players are
of
their colored checkers
row
horizontally, vertically, or
two
5-in-a-
,,-;i-;
uya.,
4"-
After you play
try
combining some of the games. example, you coukl play PopOut, Sin­a-Row and Power
dl
Check
II
in one
-
STORAGE
For easy mechanism on the place. Drop the checkers into the then slide the locking mechanism the
keep the checkers secure.
Remove the grid
sliding
Both pieces may be stored in the Alternatively, hold the grid upside
and
ertical slots on the base
have
storage,
top of the grid into place. This
it
out of
slide the tabs on the legs into the
a convenient har
slide the locking
PopOut bar into
from
the
base
the
horizontal slot
"
grid
by
ao\
Fo.
wi
1
PREUVE
PRUEBA
D'ACHAT
DE
COMPRA
I
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