### Table of Contents

Four cards (between 1 and 10) are placed on the table. Using each
number (card) exactly once, basic operations (+,-,*,/) and
parentheses, the players attempts to make 24. Whoever gets it
first gets a point and the next round begins!
Each round, four numbers are shown to all players. The players must
formulate an expression which uses each number exactly once. The
expression may contain +,-,*,/ and parenthesis. The expression must
evaluate to 24. The round ends when one player submits a solution (an
expression). If the solution is correct, that player gets 1 point. If
the solution is incorrect, that player loses a point. Then the next
round begins.
The first player who reaches 10 points wins the game.
Sometimes, one of the set has no valid solution (expression). In this
case, a player may click **Impossible**. If all players have
clicked **Impossible** in a round, the round is a draw, there are
no changes in the points and the next round starts.
Here are the setting for creating a basic 24 game:

# Players: 2

Target #: 24

# Numbers: 4

# Sets: 1

Number range: 10

Game type: 0

End score: 10

Round time: 0

Between time: -1

Answer time: Anything (not used)

The following section describe game types 0,1 and 2.
**# Sets** sets are shown at a time. A set consists of **#
Numbers** numbers. The numbers range from 1 to **Number range**. For
each set, the players must use each number in
that set exactly once to make (write an expression evaluating to)
**Target #** (using +,-,*,/).
The solution for the sets must be written in order, each separated by
a space. The round ends when a player gives an answer. If the
expression(s) given by that player is correct for all sets, that
player gets 1 point. Otherwise, that player loses a point.
The first player to reach **End score** points wins the game.
Sometimes, one of the set has no valid solution (expression). In this
case, a player may click **Impossible**. If all players have
clicked **Impossible** in a round, the round is a draw, there are
no changes in the points and the next round starts.
Game mode 0 is the set of rules described above.

Game mode 1 is the same as above but the game never ends (good for 1
player practice).

In game mode 2, only the sets that have a solution are given to the
players (ie: no impossible sets).
The following section describes game modes 10,11 and 12.
Players are shown many sets of cards (numbers). They must make the
same number with all sets. The one who makes the largest number wins.
**# Sets** sets are shown at a time. A set consists of **#
Numbers** numbers. The numbers range from 1 to **Number range**. For
each set, the players must use each number in
that set exactly once to make (write an expression evaluating to)
some number *x* (using +,-,*,/). This *x* must be the same
for all the sets.
The player then answers *x* (instead of the expression).
See Answering time for reaches the second phase.
After the round reaches the second phase, the players must enter the
expression that give *x*. The solution for the sets must be
written in order, each separated by a space.
Amongst the players who have submitted a correct solution, the player
who had the largest *x* value wins. If many players had the same
(highest) *x* values, the one who entered it first wins. The
player who wins the round gets 1 point. If no such player exists, no
player wins the round (and points do not change).
The first player to reach **End score** points wins the game.
Impossible is considered as a number and valid *x* value. It
requires no proof (no expression need to be entered in the second
phase of the game). It is considered to be smaller than any other
number. As a result, if all other player enter an
incorrect expression, the player who first entered impossible for an
*x* value wins the round.
The following describes game modes 20,21 and 22. This variant only
works with **# Sets** set to 1.
Players are shown cards (numbers). They must make the number closest
to 24 that is not actually 24. They answer by the difference between
their number and 24. The one who get the closest to 24 wins.
**# Numbers** numbers are shown. The numbers range from 1 to
**Number range**. The players must use each number in
that set exactly once to make (write an expression evaluating to)
some number **Target #** + *x* or **Target #** - *x*
(using +,-,*,/). This number should be as small as possible.
The player then answers *x*.
See Answering time for reaches the second phase.
After the round reaches the second phase, the players must enter the
expression that give **Target #** + *x* or **Target #** -
*x*.
Amongst the players who have submitted a correct solution, the player
who had the lowest *x* value wins. If many players had the same
(lowest) *x* values, the one who entered it first wins. The
player who wins the round gets 1 point. If no such player exists, no
player wins the round (and points do not change).
The first player to reach **End score** points wins the game.
Impossible is considered as a number and valid *x* value. It
requires no proof (no expression need to be entered in the second
phase of the game). It is considered to be larger than any other
number. As a result, if all other player enter an
incorrect expression, the player who first entered impossible for an
*x* value wins the round.
Impossible is only useful in this mode if you think that your
pponent(s) have entered their answer too quickly and you want to go to
the second phase of the round.
For Tony Four and Closest to, the are 3 possible timing schemes.
Game modes 10 and 20.

In this scheme, all players have the same amount of time enter their
*x* value (this time is **Answer time**). They can change this
value as long as the time is not elapsed (and only the last value
entered will be retained). The round goes into the second phase after
the time has elapsed.
Game modes 11 and 21.

This scheme is like the previous scheme, but when all players have
entered an *x* value, the round also goes into the second phase.
Game modes 12 and 22.

This is the scheme that Tony Four was originally designed for.

Player see *x* values that other players are submitting.

A player can enter a new *x* value as long as no other player has
entered a *x* value.
The game time outs in the same manner as the previous case (Wait until
everyone gives an answer).