1. Appoint a “scorekeeper” and the other 22 prisoners as “transmitters”.

2. When a transmitter enters the switch room for the first time, he will flick switch B ON if he sees it in the OFF position. Alternatively, he will flick switch A if he sees switch B is in the ON position and waits for his next visit. The transmitter's mission is to find ONE opportunity to flick switch B to the ON position. After he completes his mission, he will flick switch A for all subsequent visits. In short, each transmitter's role is to send a signal to the scorekeeper that he has been to the switch room.

3. The scorekeeper's role is to flick off switch B whenever he sees it in the ON position. Each time he flicks off switch B he adds 1 to his score. When he sees switch B is already OFF, he flicks switch A instead and does not add to the score. As soon as he accumulates 22, he reports to the Warden.