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Home › Reaction & Speed › Colour Interference Challenge

Colour Interference Challenge

Tap the colour, ignore the word — your own matching trials are the baseline, so you find out exactly how many milliseconds the word steals from you

👥 1 player, or 2–8 passing one phone⚡ Reaction & Speed⚡ No download · No sign-up
0×0

Tap the COLOUR of the word

REDThis one is not scored
Scores stay in this browser

Reloading mid-round voids it — a millisecond score cannot be honestly restored

Keyboard: 1–6 to answer, space to pause

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🕹️ How to play

  1. Read the colour, not the word: A large colour word appears in the middle of the stage — say, the word RED printed in blue. What you have to judge is the ink (blue), not the word (red). About seven in ten trials are deliberately in conflict.
  2. Tap the matching swatch: Four chunky colour keys sit under the stage on the default board. Tap the one you judged. The keys are reshuffled every round, so memorising a position never helps, and a slim bar under the stage shows the time left on this trial.
  3. A miss costs a life: A wrong tap or a timeout costs one of your three lives. Every 5 correct answers the per-trial limit tightens and the screen flashes a speed-up cue. If a shrinking clock is not your thing, switch to the 45-second sprint in settings.
  4. Read your interference cost: The result card leads with your interference cost: mean reaction on clashing trials minus mean reaction on matching ones — the milliseconds the word really cost you — plus a badge and a one-line reading. It unlocks once you have 4 correct trials of each kind.
  5. Go again, or pass the phone: Play again keeps every setting, or open the daily challenge for a fixed 20-trial board that is identical for everyone that day. With friends around, start a pass-the-phone contest for 2–8 players on one shared board.

📖 Rules & variants

Core rule: a colour word appears and you tap the colour it is PRINTED in, never the colour it names. Roughly 70% of trials clash and 30% match. The matching trials are your personal baseline — they decide how the interference cost is computed — so they are never free points.

Difficulty and end mode: choose two keys (just match or clash), four colours (the default: red, blue, yellow, purple, no green) or six colours with flips (adds green and orange, reshuffles the keys every trial, and every 4th trial demands you answer by the word's MEANING instead). Difficulty is fixed for the whole round. End it either on three lives or on a 45-second sprint where a miss only resets your combo. Best scores are stored separately per combination and never compared across them.

Scoring and the clock: a correct answer scores 100 plus a speed bonus (the more of the limit you leave unused, the bigger) plus a combo bonus of 10 per consecutive hit, capped at 100. Every 5 cumulative correct answers cuts the per-trial limit by 300ms, so the four-colour board walks from 2400ms down to a 1200ms floor. The two warm-up trials get a roomier limit, and on your very first round the first mistake is forgiven.

Interference cost and badges: interference cost = mean reaction time on clashing trials minus mean reaction time on matching trials, in milliseconds. Because your own trials are the baseline, a fast or slow tapping hand cancels out — what is left is how long the word's meaning held you up. Five badges: 60ms or less, 61–140, 141–240, 241–380 and above 380. This is a scale we made up for fun, not a distribution of real players, and it cannot screen or diagnose anything. Fewer than 4 correct trials of either kind and the number stays locked — we would rather say so than invent a figure.

Daily challenge and pass-the-phone: the daily is a fixed 20-trial board with a fixed limit and no lives, derived from today's date right inside your browser, so everybody who plays on the same day plays the same board with no network calls at all. Replaying the same day never overwrites your saved result. A contest takes 2–8 players sharing one board by default; each handover walks through hand it to X, I'm X, and ready — the clock only starts on that third tap. Final ranking goes by most correct, then smaller interference cost, then faster mean reaction.

Accessibility and colour vision: the default palette deliberately leaves green out so red and green never share a screen. The colour-vision-friendly mode swaps in the highest-separation set (blue, orange, pink-purple, yellow), gives every key a distinct texture and a neutral-toned colour label, and forces the six-colour board down to four. This kind of game depends on telling colours apart, so it can never be fully accessible — we do what can honestly be done and store those scores in their own bucket.

Judging and edge cases: a trial accepts exactly one valid input; the keys lock the moment you answer, and taps during the feedback and hand-over window are discarded without scoring, costing a life or skipping ahead. A tap within 120ms of the word appearing counts as a false start and is discarded too. Answers near the deadline are judged purely on your measured reaction time, so a tap that landed in time is never called a timeout. Backgrounding the tab pauses the round and re-deals the trial you were on. Reloading mid-round voids that round: a millisecond-timed score cannot be honestly restored, and a fake resume would be worse than an honest reset.

❓ FAQ

How does the Stroop test work and what are the rules?
One sentence: tap the colour the word is printed in, ignore what it says. The word RED printed in blue means you tap blue. A wrong tap or a timeout costs one of your three lives; when they run out you get a result card showing how many milliseconds the words cost you.
Why can't I stop reading the word instead of naming the colour?
For a fluent reader, reading is automatic and faster than naming a colour, so you have to actively hold it back before the colour can come out — that suppression is exactly what the game measures. It is not a sign of poor attention; every practised reader shows it. Practice makes it faster, but it never really disappears.
I got a matching trial wrong — is the game broken?
No. A run of clashing trials trains your brain to ignore the text, and when a matching trial suddenly arrives that same strategy works against you. Lots of people trip on the easy one. If it happens, the result card gives you a short explainer — it is one of the best-known effects in this task.
What does interference cost mean and what is a normal number?
Interference cost is your mean reaction on clashing trials minus your mean reaction on matching ones, in milliseconds. Because it uses you as your own baseline, having fast or slow thumbs does not move it. We sort it into five bands — under 60, 61–140, 141–240, 241–380 and over 380 — and most people land in the middle two. It is a for-fun scale, not real player data.
Can a Stroop test tell me if I have ADHD or an attention problem?
No, and please do not read it that way. This is a browser game; the number moves with touch latency, screen brightness and how tired you are, and it is not a screening, assessment or diagnostic tool of any kind. If attention is genuinely a problem for you, talk to a clinician rather than a web page.
Can you play a Stroop test if you are colour blind?
You can play, with an honest caveat: this task depends on telling colours apart, so it can never be fully accessible. What we do: the default palette contains no green, so red and green never share a screen, and the colour-vision-friendly mode swaps in blue, orange, pink-purple and yellow, adds a distinct texture per key plus a neutral-toned colour label, and caps the board at four colours.
Any tips to get a better Stroop test score?
Two that genuinely help: let your eyes land on the edges of the strokes rather than the middle of the word, so colour registers before shape; and silently say the colour name to yourself to crowd out the urge to read. Also remember the keys reshuffle every round, so never rely on position, and stay careful right after a speed-up.
How many people can play and how do you compare scores?
Two to eight, passing one phone. Everyone shares the same board by default — the trials come from one seed, so each player sees an identical sequence. Each handover walks through hand it to X, I'm X, then ready, and the clock only starts on that last tap. When everyone is done the board ranks by most correct, then smaller interference cost, then faster mean reaction: it is a contest about who the words fool least.

⚠️ For entertainment only. This is not a psychological or medical assessment and the result cannot be used for any screening, evaluation or diagnosis. Touch latency, your screen and your current state all move the number.

Last updated: 2026-08-26 · Saved on this device only