Connect Four with a power meter, which is a worse idea than it turns out to be. Every turn charges the meter, and spending it blocks a column, swaps two tokens, removes one, or buys a second drop — but a power can never complete a line by itself, so the winning move is always an ordinary token falling into an ordinary slot. That single restriction keeps the original game intact underneath. Classic mode drops the powers entirely, and there is a ninety-second scoring mode for people in a hurry.