Math 24

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Contents

[edit] Game Format

A standard Math 24 ( or properly called the 24 game or the tournament, 24 challenge) card consists of four digits arranged radially around the center of the card.Nines have the space filled in red, to show the difference. The number (and color) of dots in the corner of a card indicates the difficulty (and point value) of that particular card. Cards are double-sided, with a different set of numbers on each side.

A card is solved by using all four digits on the card exactly once to form a total of 24, using addition, subtraction, multiplication, and/or division. Digits may be used in any order, and any result from a previous mathematical operation can be used in a future operation for that card. For example, a card with the digits 2, 3, 6, and 9 could be solved by stating that 6-3=3, 3+9=12, and 12x2=24. There is often more than one answer to a card. A second solution could be that 9x3=27, 6/2=3, and 27-3=24. Another solution could be 9/3=3,6+2=8, and 8x3=24

Each digit on the card must be used exactly once in an answer. The solution to the above card could not be 3+9=12, 12x2=24, as the digit 6 is completely unused. Also, the solution could not be 2x6=12, 12-3=9, 9+9=18, 18+6=24, as the number six is used twice.

Cards are divided into three levels of difficulty. One-dot cards (with a single white dot in each corner) are often solved by simple addition, or contain three digits that can make 24, plus a 1 (in which case any other digit could be multiplied or divided by 1 to create the same digit). Two-dot cards (with two red dots) are slightly more difficult, and often require more multiplication and division than one-dot cards. Three-dot cards (with three yellow dots) are the most difficult cards, often having only one solution. In most decks of Math 24 cards, the ratio of one-dot cards to two-dot cards to three-dot cards is 1:2:1.

In all versions, the loop of the digit 9 is filled in with red, so that it is distinguished from the digit 6.

[edit] Competitions

In standard Math 24 competition, the card is shown to all players at once (usually by placing it in the center of a mat). When a person successfully computes a solution of 24 in their head, they tap the center of the card (with two or three fingers), sometimes proclaiming "I've got it!" They then must state out loud the mathematical operations they used to reach the final sum of 24. If they correctly do so, they win the card, which is worth the number of points in the corner of the card. If they fail to make 24 within a pre-determined time limit or state an incorrect mathematical operation, they receive a "penalty flag" and may not participate in that card anymore.

In tournament play, several extra rules apply:

  • A player, upon tapping the card, must state the final operation they used to reach 24 first. They then proceed to list the operations in normal order, subsequently repeating the final operation. If a player forgets to state the final operation first, they receive a penalty flag. If, in mentioning all steps they used to reach the card, they do not use the same final operation, they receive a penalty flag.
  • Tapping a card with one finger, four or five fingers, or slapping with the whole hand results in a penalty flag, or a relinciquishment of a card.
  • Players must keep their hands (usually, only the tapping two or three fingers) on the blue region in the mat, about eight inches away from the card. Touching inside this area results in a penalty flag.
  • Fake cards with no solution are slipped into tournament decks in the first round to discourage impulsive tappers. These cards are usually marked in such a way that the moderator can distinguish them from normal cards.(though this information is uncertain) Tapping one of these fake cards results in an automatic penalty flag.

When a player receives three penalty flags, they are disqualified from further play in that round, but they keep any points they have earned up to that point.

[edit] Strategy

There are many common patterns that help a player to acquire a solution faster. It is beneficial to look for common multiplication patterns, such as 12x2, 8x3, and 6x4 in a card to equal 24. Similarly, multiplying a digit by another digit that is one more or less than the usual multiplicitive pair (for example, 4x5 or 4x7 instead of 4x6) then adding or subtracting the first number (20+4 or 28-4) is a common strategy for reaching 24.Possible solutions can be found on the back of 24 game deck boxes.

The number 1 is a powerful digit on a Math 24 card. As stated above, a 1 may be used at any time to multiply or divide any number to equal itself. This is important in cards where only three digits are needed to create the value of 24. A player may simply multiply (or divide) 24 by 1 to create the final result of 24. If a 1 is not readily provided on the card, two numbers may be subtracted (such as 8-7) or divided (6/6) to make a 1.

Pencil and paper are generally not allowed during play; using such would only slow down a player anyway. Mental math is a necessary skill for playing this game.

[edit] The Platinum Series

Several variations of Math 24 cards exist, and are used in the Platinum stages of tournaments.This level of play is highest in the 24 game, and only 7/8 graders can participate .The cards used are Algebra/exponents, fractions/decimals, and integers.They can be purchased at 24 game.com ( link located here [1].These numbers are treated the same way as regular digits, and must be used in a solution once.

A special "integers" deck uses negative digits along side positive numerals. (Cards in this version may be solved for positive or negative 24.)However, in the tournament, positive 24 must be found.

Algebra version cards contain values with a variable, such as 3y or 2x-4. In solving a problem, the player must state what each variable represents, then give the solution using that variable in it. Cards may contain more than one variable on a side; three-dot cards commonly use x, y, and z all on one card.

The "Exponent" version of Math 24 integrates roots and powers into game play.These cards have a special center marking, indicating that one digit (or result from a previous equation) must be squared, cubed, or have the square root or cube root taken. This results in a card requiring four operations, instead of the usual three. For example, a card with the digits 2, 3, 4, and 8 might be solved by stating that 2x8=16, the square root of 16 is 4, 4+4=8, and 8x3=24.

The last form of platinum play are the "fraction" cards. They involve fractions along with usually whole numbers, except in the case of some level three cards.Coolbeans.555 21:08, 21 March 2007 (UTC)

[edit] External links