24 Challenge® Rules for Proctors

Students will play with either WHITE or RED sides of the 24® Game cards at one time. Please be sure all students are using the same side at the same time.

General Rules

Students sit 3 or 4 to a table. Proctors stand. All students play for two rounds to qualify for Semi-finals.

The first round is played with Single Digits cards white (or red) sides up. Second round is played with Double Digits cards white (or red) sides up.

At a table with only three students, remove two 2 Dot cards from the deck, to create equity.

Students keep fingers on the blue outer area of the tournament mat before card is put into play.

A Proctor puts a card into play by “cupping” the card in the palm of one hand and placing it in the center of tournament mat. Keep deck out of sight, against chest or under table.

The first student that touches the card (anywhere), with no more than three finger tips may solve the card. (Slapping the card with the entire hand is not allowed.)

Proctor determines who was the first student to touch the card. That student must announce the pattern (last step of the solution to make 24; i.e. “3 times 8” or “15 plus 9”) within 3 seconds of touching the card. Student must give complete solution with same pattern as final step. Commutative laws of addition and multiplication apply (8 x 3 = 3 x 8) and (20 + 4 = 4 + 20).

The final solution (all three steps) must be completed (“fixed”) within 15 seconds.

Student may correct himself until he “fixes” the solution by saying “equals, makes or is 24.”

No run-on answers (3 + 3 x 4 x 1 = 24) permitted. ALL solutions are 3 steps.

If no student touches a card after 15 seconds, set that card aside in a separate pile.

If your table finishes the deck before the end of a round, look at cards in the separate pile. If more than two 1 Dot cards are in the pile, display all 1 Dot cards on playing mat until students find and correctly solve the cards. Repeat with 2 and 3 Dot cards.

Points are tallied by Proctors at the end of each round and recorded on the students’ Score Cards along with Proctors’ initials.

Penalty Flags and Disqualification

A Penalty Flag* is issued for the following:

  1. Student does not announce a pattern within 3 seconds.
  2. Student does not complete solution within 15 seconds.
  3. The solution given is incorrect.
  4. Student touches card with more than 3 finger tips.
  5. Student touches proctor’s hand before it is withdrawn.

*You can use small Post-it™ brand or similar notes as Penalty Flags

In Rounds 1 & 2, three penalty flags = disqualification.
In Rounds 3 & 4, two penalty flags = disqualification.

Disqualified students may keep points scored (up to the point at which they are disqualified) and are eligible to play in subsequent rounds starting fresh with no penalty flags.

If all students at a table except for one are disqualified, the remaining student may play for the balance of the cards.

If a penalty flag is issued, that card is inserted back in the deck for later play.

Scoring example

Note on Scoring

As you tally scores at the end of each round, remember to count points and not just the number of cards. Look for the number of dots in the card's corner to determine the point value. 1 Dot cards are worth one point, 2 Dot cards are worth two points and 3 Dot cards are worth three points.

Scoring example

Proctors enter each student's score on his/her score card. Scores from Rounds 1 & 2 will be added together. The sixteen highest scores from each grade level advance to Semi-final Round 3.

sample score card

Visit 24® Game News & Notes to read about 24 Challenge® Tournaments.