⚡Daily reaction-time · Go/no-go task · Free
Card Reflex
Cards flash one at a time — tap if it matches the target criterion, skip if it doesn't. Pure reaction + inhibition. 45-60 second rounds. Three difficulty tiers.
Games
0
Best (normal)
0
Lifetime hits
0
Best grade
—
Mode
Difficulty
Target criterion
Rookie cards
Tap if the card is marked ROOKIE
Card Beat →
Rhythm-timing sibling. Tap with the beat grid.
Card Echo →
Sequence-memory sibling. Watch the pattern, repeat it.
All games →
80+ daily sports card games.
Frequently Asked Questions
How do you play Card Reflex?
A random sports card flashes at the center of the screen every 1-1.5 seconds. Your job: TAP if the card matches the current target criterion, SKIP (do nothing) if it does not. Correct tap on a match = +10 points. Correct skip on a non-match = +2 points (quiet reward for discipline). Wrong tap on a non-match = -5 points. Missed tap on a match = -3 points. Play for 45 seconds; try to maximize points. This is the classic "go/no-go" reaction-time task used in cognitive psychology research, adapted with real sports cards instead of arbitrary shapes.
What are the target criteria?
The tool rotates among 4 criterion types: BY SPORT (tap if the card is baseball), BY ERA (tap if the card is pre-1990), BY ROOKIE STATUS (tap if the card is a rookie card), BY VALUE TIER (tap if the card's gem value is $1,000+). Each daily round uses a single criterion so you can build muscle memory. Criterion is shown at the top of the screen throughout the round. Free-Play mode lets you cycle through all 4 criteria for practice.
What are the three difficulty tiers?
EASY — card shows for 1,500ms, 45-second round, ~30 cards total, 50% match rate (half the cards you see match the criterion). Good for warm-up. NORMAL — card shows for 1,100ms, 45-second round, ~40 cards, 40% match rate (more decoys, forces active discrimination). HARD — card shows for 800ms, 60-second round, ~75 cards, 30% match rate (most cards are decoys — the task becomes genuine sustained-attention work). Your best score is tracked per difficulty.
How is the score calculated?
HIT (correctly tapped a match) = +10 points. CORRECT REJECT (correctly skipped a non-match) = +2 points. FALSE ALARM (tapped a non-match) = -5 points. MISS (failed to tap a match) = -3 points. Grade curve: S 200+, A 150-199, B 100-149, C 50-99, D 10-49, F <10. Perfect play on Normal (~16 matches × 10 + 24 correct rejects × 2 = 208 points) reaches S-tier. False alarms and misses both compound negatively, so restraint matters as much as speed.
Daily mode vs Free Play — what is the difference?
DAILY MODE uses a date-seeded card pool + date-seeded criterion — every player on the same day faces the same criterion on the same cards. Your score is directly comparable across the hobby community, and your daily streak counts consecutive plays. FREE PLAY generates a fresh card pool + random criterion each time. Both modes share the per-difficulty best-score leaderboard stat locally.
What cognitive skill does this measure?
Two overlapping skills: (1) SUSTAINED ATTENTION — maintaining task focus across the 45-60 second round without lapses. Fatigue and attention drift show up as MISSES in the second half of the round. (2) INHIBITORY CONTROL — resisting the urge to tap on non-matches. The "go/no-go" paradigm specifically measures your ability to INHIBIT a prepotent response. False alarms measure inhibitory failures. Research shows caffeine, sleep quality, and exercise all affect go/no-go performance in measurable ways — you can use Card Reflex as a rough cognitive-state self-test across days.
How is Card Reflex different from Card Beat and Card Echo?
Card Echo (G-076) = SEQUENCE MEMORY — watch a pattern, reproduce it. Card Beat (G-077) = RHYTHM TIMING — tap in time with a fixed beat. Card Reflex (G-078 this game) = REACTION + INHIBITION — decide per-card whether to act or not, as fast as possible. Three orthogonal cognitive axes: memory / rhythm / reaction. Being good at one does not transfer much to the others. Together they form the complete "brain training" pillar of CardVault's game catalog.
Why the +2 points for correct rejects?
Without the small reward for correct rejects, the optimal strategy would be "tap everything rapidly" — because HIT ($+10) + FALSE ALARM (-$5) on a 50/50 match rate averages to +2.50 per card, better than the $+2 reward for correctly doing nothing. The +2 for correct rejects shifts the optimal strategy toward DISCRIMINATION — you have to actually evaluate each card, not tap reflexively. This is the same mechanism used in academic go/no-go paradigms to force genuine cognitive engagement rather than motor rehearsal.