WINDCALM
ANGLE45.0°
POWER55%
ON THE GUNYOU
HEAVY2
CALLED4
SALVO
Connect Four across a windy gap. You can still see the winning move. You just have to hit it.
Lob a disc into a column. Set angle and power, read the wind, fire. A disc that comes down on top of a stack drops in and is yours. One that clips the side of a stack is deflected and gone — a wasted turn, and the board does not care that you meant well.
The stacks are the terrain. Every disc anyone plays raises a wall, and a wall you have to clear is a steeper, longer, windier shot. A stack five high shuts off the column behind it completely — and only four, for the far columns. From your side that column stops existing, however obviously you need it, and no amount of power reaches past it.
Which means you build your opponent's walls. The columns nearest your gun are the easy ones for you and the blind spot for them. Every disc you land on your own side of the board is a brick in the wall that shuts them out — and theirs does the same to you.
HEAVY (two per game). A heavy round smashes the top disc off a column instead of landing on it. Both discs are destroyed and the stack drops by one. It is how you defuse a threat you cannot block and how you cut a hole in a wall — but it lowers the terrain for both guns, and a heavy must be fired hard, so it is always a long, wind-bitten shot.
Four in a row wins — level, upright or slanted. Every shot is spotted: miss and the board tells you by how much, in columns, so the second shot at the same target is the honest one.