Put these 24 moments in the order they happen in the story, from Day 1 to Live Another Day. Each Day runs in real time, so within a Day the clock order is the story order. You place all 66 cards in the right order, one at a time. You start with three lives, and ten right in a row wins a lost one back.
Each card is a moment from 24, and the goal is to put them in the order they happen in the story. The Day each moment belongs to is printed under its name, from Day 1 through Day 8 and on to Live Another Day. One event sits on the line from the start. Slot each new card before, after or between the moments already down. A good call reveals where it belongs; a bad one still moves it to its proper spot, but costs one of your three lives.
The Day label does a lot of the work here, because 24 never jumps around in time: every season is a single day told hour by hour, so the clock order is the story order. The trouble is inside a Day. Each one packs a bomb plot, a mole, a betrayal and a body count into twenty-four hours, and the twists pile up quickly in the back half. It helps to remember who is still alive, who is sitting in the Oval Office and which threat Jack is chasing at that hour.
Here are 28 of the 66 cards you might be dealt, with 38 more in the deck. Their values stay hidden until you place them.