24 Points

Make 24 from four random cards with + − × ÷ — or call "no solution" and let an exact solver judge it on the spot

👥 1–2 players🎲 Board & Puzzle⚡ No download · No sign-up

🕹️ How to play

  1. Start a hand: Four cards are already dealt when the page opens. Tap a card, tap an operator (+ − × ÷), then tap a second card: the two merge into one (8 × 3 = 24). On a keyboard press 1–4 for cards and + - * / for operators.
  2. Make exactly 24: Use every card exactly once. After three merges one card is left — if it reads 24 you win. If it doesn't, the game tells you the value you reached; tap Undo to step back and try another order.
  3. Call "No solution": If you are sure no combination works, press No solution. The solver tries every merge order: if you're right it confirms the hand is impossible, if you're wrong it shows a working solution immediately.
  4. Use hints when stuck: Practice mode has three hint levels: the last operation, which two cards to combine first, then the full steps. A hinted hand still counts as solved but not toward your streak or fastest time.

📖 Rules & variants

24 game rules: combine the four card values with addition, subtraction, multiplication and division — any order, as if you could place brackets anywhere — so the result is exactly 24. Each card is used exactly once. The default deck is A–10 (ace = 1); switch to 1–13 in settings to add J = 11, Q = 12, K = 13.

Fractions and negatives are allowed in between: values are computed as exact fractions (8/3, −5) with no rounding, and only the final card has to equal 24. Dividing by zero is not allowed.

Some hands have no solution. Cards are dealt truly at random, so about 12.5% of A–10 deals and 19.5% of 1–13 deals cannot make 24. "No solution" is a real answer, verified by checking every possible merge order.

Three modes: Practice is untimed with hints; Sprint gives you 120 seconds — a solved hand or a correct no-solution call scores 1, skipping is free, but a wrong no-solution call costs 10 seconds; Duel puts the phone flat between two players with a buzzer at each end, first to 3, 5 or 7 points wins.

Duel rules: whoever buzzes first gets 30 seconds to answer. A correct answer scores 1. A wrong no-solution call, running out of time or giving up locks you out of that hand and the other player may buzz. If both are locked out or both pass, the hand is void and the answer is shown.

Strategy: look for factor pairs first (3×8, 4×6, 2×12), then turn the other two cards into 1 (subtract or divide) or 0; cut big cards down with subtraction or division; when nothing works, think fractions — 3 3 8 8 is 8 ÷ (3 − 8 ÷ 3).

❓ FAQ

Can every 24 game hand be solved?
No — about 12.53% of random A–10 deals and 19.54% of 1–13 deals have no solution. Examples are 1 1 6 7 and 3 3 5 8. Press No solution and the solver checks every merge order; if a solution exists, it shows you one.
How do you make 24 with 3 3 8 8?
3 3 8 8 has exactly one solution and it needs a fraction: 8 ÷ (3 − 8 ÷ 3) = 24. Step by step: 8 ÷ 3 = 8/3, 3 − 8/3 = 1/3, 8 ÷ 1/3 = 24. 1 5 5 5 works the same way: 5 × (5 − 1 ÷ 5) = 24.
Are fractions and negative numbers allowed in the 24 game?
Yes, only the final result has to be 24; any fraction or negative value along the way is fine. This page keeps exact fractions such as 8/3 on the cards instead of rounding, so fraction-only hands are judged correctly.
What are J, Q and K worth in the 24 card game?
Face cards usually count as J = 11, Q = 12 and K = 13, with the ace as 1. This page deals A–10 by default for easier mental math; switch to the 1–13 range in settings to include face cards, which makes about one hand in five impossible.
How do you play the 24 game with two players?
Lay one phone flat between two players: the first to tap their buzzer answers within 30 seconds and scores a point for 24 or a correct no-solution call. A wrong answer locks them out of that hand; first to 3, 5 or 7 points wins. The same rules work with a real deck of cards.
What are the best tips and tricks for the 24 game?
Start from the factor pairs of 24 — 3×8, 4×6, 2×12 — and ask how the other two cards can make the missing factor or a 1 to multiply by. Subtract big cards, multiply small ones, and try a division that gives 1. Only reach for fractions when integer routes fail.

⚠️ Cards are dealt at random and every verdict comes from an exhaustive search of all merge orders. Records stay in this browser only and do not sync across devices.

Last updated: 2026-10-21 · Saved on this device only