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24/7: The Game

24/7: The Game Rulebook

Table of Contents

Table of Contents

  • Number of Players
  • Ages
  • Contents
  • Object
  • Punching In (Setup)
  • Starting the Clock (Playing the Game)
  • Making Time (Scoring Combinations)
  • Sums of 7 or 24
  • Runs and Sets
  • Overtime (More Bonuses)
  • Double Time
  • Out of Time
  • Punching the Clock (Game End)
  • Happy Hour (Winning)
  • Time and a Half (Team Play)
  • Time Card (Scoring Reference)
  • Credits
  • Variations, Etc.

Number of Players

2-4

Ages

10-Adult

Contents

1 game board, 1 tile bag, 40 numbered tiles (4 each of numbers 1-10), 4 tile racks, 1 Time Card (score pad), 20 Time Out stones.

Object

Score "minutes" by laying tiles one at a time to create scoring combinations. The most minutes earned at the end of the game wins.

Punching In (Setup)

Turn all tiles face down and mix thoroughly in an area beside the board. Draw one tile and place it face up on the "24/7" space on the game board. Randomly remove 3 more tiles, without peeking, and set them to the side face down. They will not be used for this game.

The person whose age is nearest 24 is Player 1. Starting with Player 1, you draw 6 tiles (2-player game) or 5 tiles (3- or 4-player game) and place the tiles in your tile rack, positioning the rack so other players can't see. The remaining tiles are the draw pile. Place the Time Out stones to the side of the board. Choose a Timekeeper and give them the Time Card.

Starting the Clock (Playing the Game)

As Player 1, you lay a tile face up in any space adjacent to the start tile, and draw a tile back into your rack.

This new tile forms a line of tiles, which can be horizontal, vertical or diagonal. More tiles can be added to this line. However, the sum of all adjacent tiles in one line can never exceed 24.

Play continues with each player first laying a tile adjacent to any tile and then drawing a new tile back into his rack. Forgetting to draw: If you forget to draw a tile before the next player draws a tile, you must wait until the end of your next turn and then draw to replenish your tiles.

Making Time (Scoring Combinations)

You win minutes when you complete one (or more) of the scoring combinations below:

CombinationScore
7 (Sum of 7, all tiles)20 minutes
Run of 3 tiles30 minutes
24 (Sum of 24, all tiles)40 minutes
Run of 4 tiles40 minutes
Set of 3 (3 of a kind)50 minutes
Run of 5 tiles50 minutes
Set of 4 (4 of a kind)60 minutes
Run of 6 tiles60 minutes

Sums of 7 or 24

All adjacent tiles in the same line (horizontal, vertical or diagonal) count towards the total Sums of 7 or 24. Note: To score a 7 you must have 2 or more tiles in the line!

Runs and Sets

The scoring tiles in runs OR sets must be adjacent within one straight line. Other non-scoring tiles may be in that same line, as long as the sum of the whole line doesn't exceed 24. To score a run, tiles must be sequential, increasing or decreasing.

Example of Runs

Example of Sets

Overtime (More Bonuses)

There are two additional scoring possibilities for the crafty player:

24/7 Bonus: If you make the sum of 24 in one line and the sum of 7 in a different line when you play your tile, score 60 bonus minutes in addition to the 20 minutes for the 7 and the 40 minutes for the 24.

Example 7 and 24

24 in 7 Tiles: If you make the sum of 24 by laying the seventh tile in a line, score 60 bonus minutes in addition to the 40 minutes for making the 24.

Double Time

If the tile you play covers a "2x" Double Time space AND you make a scoring combination, double your minutes value for that combination!

Out of Time

Whenever you make a sum of 24, the spaces at each end of that line of tiles are Out of Time and may not be used for play. Place a "Time Out" stone in these spaces as a reminder.

If playing in a space would cause the sum of the adjacent tiles to exceed 24, that space is also Out of Time and requires a Time Out.

Keep an eye on longer lines of tiles. Any time during the game you see an unmarked space that is Out of Time, just announce it and place a Time Out in that space.

Punching the Clock (Game End)

When 1) all players have run out of tiles, or 2) there are no more open spaces on the game board, or 3) there are no more legal plays, the game ends. The Timekeeper counts the tallies and finds the total time (in minutes) earned by each player.

Happy Hour (Winning)

The person with the most minutes wins. If there is a tie and tiles remain, the person with the fewest tiles wins. If there is still a tie, play again!

Time and a Half (Team Play)

Break up into two teams of two. Rules of play are the same except that on your turn, you may show one tile to your partner from your tile rack. Scoring is by team rather than individual.

Time Card (Scoring Reference)

The Time Card is the score pad included with the game. Each time you score, put a tick mark in the tally space below your name to the right of the scoring combination. Add up the value of each tick mark in the points column and total at the bottom. Most minutes wins.

ScoringMinutes
Sum of 720
Run of 330
Run of 4 / Sum of 2440
Run of 5 / Set of 350
Run of 6 / Set of 4 / Bonus60

Credits

Game Design: Carey Grayson Illustrations: Carey Grayson German Translation: Kaspar Murer and Peter Hoeckel

Variations, Etc.

We welcome your ideas for variations to our games. For more examples of how to play 24/7 the Game and downloads of other great games you can play with the contents of this box, go to the Sunriver Games Web site at www.sunrivergames.com and click on 24/7 the Game™.

Many thanks to playtesters: Linda, Aimee, Alyssa & Aaron Grayson, Jana & Max McBride, Jayme Grayson & her friends Daryl & Patty Brady, Steve & Amy Ellis of Rainy Day Games, Michael & Autumn Moore, the RipCityGamers, KC & Rita Humphrey and Chris Brooks & his family as well as all the other playtesters who I apologize for missing.

© 2006 by Sunriver Games LLC