Posted on 2026-09-16 · 6 min read
The History of the 24 Game: From Chinese Classrooms to the World
Where the 24 game came from — its widely reported origins in China as 算24点, Robert Sun’s 1988 “24 Game” card product, First In Math’s online version in US schools, and the modern wave of daily-puzzle websites.
A puzzle with no single inventor
Unlike a patented board game, the 24 game has no clean origin story. It is a folk puzzle — the kind of mental arithmetic that spreads through classrooms faster than through print — and its history is a chain of "widely reported" rather than "documented". Here is what can be said honestly.
Reported origins in China (算24点)
The game is widely reported to have originated in China, where it is known as 算24点 — "making 24 points". The exact time and place are murky; sources repeat the claim without primary documentation, so treat any specific century or province with suspicion. What is solid is the game's shape: four numbers from a deck of playing cards, combined with + − × ÷, each used exactly once, to make 24. Playing cards were common in China for centuries, and a four-card arithmetic puzzle fits naturally into that culture — but the leap from "fits naturally" to "happened then" is exactly the kind of leap this post refuses to make.
What we can observe is how the puzzle behaves: it needs no equipment beyond a deck, no setup, no referee, and a single deal is a complete challenge lasting seconds to minutes. Those properties are enough to explain its spread without any legend.
Through East Asian classrooms
By the twentieth century, 算24点 was, by many accounts, a familiar classroom and family activity across China and neighboring East Asian school systems. Oral accounts from teachers consistently describe the same pattern: a teacher deals four numbers on the blackboard, students race to raise their hands, and the fastest solver explains their line aloud — which quietly drills order of operations, number sense, and mental arithmetic all at once. It is still played this way today, and our classroom guide is built around exactly that tradition.
The commercial “24 Game” (1988)
The best-documented milestone is a commercial one. In 1988, Robert Sun — an engineer and inventor — created the "24 Game" as a card product and founded Suntex International to publish it. This is the version many English-speaking players met first: decks of cards printed with target numbers, later with fractions, decimals, and exponents on the card faces. Sun's product did not invent the puzzle (he has described building on the traditional Chinese game), but it industrialized it: consistent card sets, tournament kits, and eventually the First In Math program.
First In Math and US schools
In the 2000s, Suntex's First In Math online program brought 24-style play to a large audience of American schools — students solving as many cards as possible against the clock, with school and district leaderboards. For a generation of US students, "24" was not a folk puzzle but a school institution, encountered on a screen in the computer lab.
The daily-puzzle era
The most recent chapter needs no hedging because it is happening now. Following the template that Wordle made famous — one shared puzzle per day, everyone gets the same hand, results are comparable — a wave of daily-puzzle websites and apps has given the 24 game a new home on the web. Our own daily puzzle follows that format: one curated hand per day, with its full solution set available after you commit to an answer.
Why it keeps spreading
Strip away the folklore and the pattern is consistent for decades and across three mediums (cards, school software, web apps): the 24 game is cheap to deal, fast to fail, and deep enough that the same four numbers reward a beginner and an expert. A folk puzzle that survived the transition from blackboard to computer lab to browser tab probably did not need a marketing department — it needed only a deck and someone willing to say "bet you can't make 24".
Further reading
For the machine-readable side of this history: our open dataset enumerates every possible four-number hand — all 1,820 of them, solvable and unsolvable — so the claims a blog post must hedge can be checked by a script instead.