Useful Resources
Here are more games you can play with the contents of 24/7 the Game:
Anteater: (2 or 4 players)
The Goal: the dots on the tiles represent ants and your goal is get your anteaters to eat as many ants as possible to win the game.
Setup: locate all the number one (1) tiles and place them face down on the inside bonus squares. These are the start positions. One player lays 2 stones (from the game) on opposing start positions. The other player lays 2 coins (or buttons) on the two remaining open start positions. Next, shuffle and lay face down the remaining 36 tiles on game board forming a diamond shape (see fig A.).
Fig A:

After all the tiles are in place, flip them over (except the start positions) so they are numbered side up.
To play: on you turn, you may move one of your anteaters as far as you want horizontally or vertically, but you may not jump over an open space or your’s or your opponent’s playing piece.
To eat ants, you move an anteater to a new tile, remove the tile it was sitting on and put it in your play area face down. Each move, you should be moving an anteater and removing a tile from the board (except the start position).
Optionally, you can move an anteater onto any start position and “bounce” in a new direction onto an available tile. When all the ants are gone or there are no more legal moves, the game is over.
Remove the tiles from under your anteaters and count them along with all the ants eaten to reach a final score. The person with the highest score wins. In case of a tie, the person with the most tiles wins.
Up-Side Poker: (2 players or teams)
Note: This instruction assumes you already know the basic rules of poker.
The Goal: one player (or team) plays in horizontal rows and the second player (team) plays in vertical rows. Goal is to create the best poker hand in all 5 rows.
Setup: play on the inside 5×5 grid of the playing board. Select a player to draw five tiles at random and place them face up on the four bonus squares and one in the center of the board.
To Play: first player draws a tile and places it anywhere on the 5×5 grid. Second player draws a tile and places it anywhere on the 5×5 grid. Once per turn (up to 3 times per game), a player may discard a drawn tile, but they must keep the next tile drawn. Note: if, by the end of the game, one or both players do not discard a tile, they may swap any two tiles on the board. The player who played last swaps first. The second player may not move tiles from the first player’s swap. After all spaces in the 5×5 grid are filled and swaps, if any, are made the game is ends.
Score points based on the poker hand values below:
Four Kind: 700
Full House: 600
Straight: 500
Three Kind: 400
Two Pairs: 300
One Pair: 200
High Card: 100
The person with the higest score wins. If there is a tie, play again!
24: (2 players)
Goal: score as close to 24 in 7 tiles or less, without going over (‘bust’) to win a round. If you score 24 exactly with 7 tiles you win the round automatically. Three won rounds wins a match, with ties not counting.
Setup: turn tiles face down and mix thoroughly. Each player draws 4 tiles into their rack. These tiles should be between 1 – 6 (if a 7 or higher tile is drawn, put it back and draw another). These tiles are called the Rack. The remaining tiles are called the Pool. Finally, each player takes 2 stones (explained later). One player plays on the right side of the game board while the other player plays on the left side of the game board.
To Play: the first player draws a tile from the pool and plays it face up on the board. All subsequent tiles are played on the empty spaces above of this tile. On their turn, each player may choose one of three options:
1) Play a tile from their rack. This is added to the player’s row of tiles and they must either Pass or Stand (see #2 and #3 below). Remember: the rack only has 4 tiles for 3 rounds, so use them sparingly.
2) Pass. Their turn is over and they must draw a tile at the beginning of their next turn.
3) Stand. A player who stands cannot draw or play anymore tiles the rest of the round. The other player can continue to take turns until they either stand or bust.
Players alternate turns in this manner until both players choose to stand, or until one player ‘busts’ (ends their turn with a sum greater than 24).
It is possible for a player to draw a tile from the pool that puts them over 24. In that case, they may play a tile from their rack (#1 above), declare it negative by placing a stone on it and declare a new total that is less than or equal to 24. (Example: Player A has 19 points and draws a 10 for a total of 29. He has a 5 in his rack, plays it, lays a stone on it, declares it negative, announces the new total of 24 and stands). There are only 2 stones for 3 rounds, so use them sparingly.
A player can never have more than seven tiles in play during one round. Once you reach the seventh space on the board, you automatically stand.
In the case of tie, another round must be played.
To start a new round, return all tiles on the board to the pool. Any stones used during the previous round are out of play. No new tiles from the Pool are drawn into the rack.
The first person to win 3 rounds wins the match.
Odd Man Out: (2 players)
Goal: try to create matching sets of tiles and be the first player to get rid of all your tiles to end the game. Person with the most matches wins.
Set up: each player removes and places in their rack the following tiles: 2, 4, 6, 8 & 10. Turn remaining 30 tiles face down and mix thoroughly. Place tiles on the game board forming a 5×6 grid. Choose a person to go first.
To Play: on your turn you may flip over one or two tiles:
1. Flip a tile over on the board to reveal its value. If it matches a tile in your rack you may pick both up and set to one side.
Your turn is over.
2. If the tiles do not match, you may flip over a second tile on the board. If the second tile matches a tile in your rack, pick both up and set to one side. Your turn is over. If both tiles on the board match, you may pick them up and set to one side. Your turn is over. If the sum of both tiles on the board equal a tile in your rack, pick up all three tiles and set to one side (Ex: on your turn you have a 10 in your rack. You flip over a 3 and then flip over a 7. Both tiles add up to 10). Your turn is over.
3. Flip over any tiles that do not match before the next player takes his/her turn.
Game end: when someone runs out of tiles in their rack, the game ends and scoring begins. If there is a stale mate, both players still have tiles left in their hand that they cannot match with a tile on the board, the game ends at the point no one can play anymore.
Scoring: score 5 points for each pair of matching tiles, 10 points for sums (three tiles), and 15 points for matching tiles whose sum equals a tile.
Winning: the highest score wins. If there is a tie, the player with the highest value matches (i.e. pair of 10’s, 9’s, so on…) wins.
