"How many?" is the base rule
The board shows the same digit several times. Under the base rule, tap the button for how many digits are displayed — not the digit itself.
"4 4 4" — how many? A counting-Stroop time attack where you suppress reading the digit and answer with the count.

games.countClash.overviewBody
The board shows the same digit several times. Under the base rule, tap the button for how many digits are displayed — not the digit itself.
From level 3, "Which digit?" questions that ask for the written digit itself are mixed in. Check the rule banner before answering each question.
As stages advance, "Add (digit + count)" and "Subtract (digit − count)" rules join in.
Red and blue pieces appear as stages advance. Later rules ask for red count, blue count, all minus red, or red minus blue.
A wrong answer never fails the run, but each miss adds +3 seconds to your total time. The same question stays until you answer correctly.
Each stage is a streak of 5–7 questions. Your score is the total time (elapsed + penalties) until all questions are answered. Later levels scatter the digits and vary their sizes.
99 stages total. Every 11 stages, the level increases.
| Level | Stages | Range | Questions | Rules | Layout |
|---|---|---|---|---|---|
| 1 | 1–11 | 1–3 | 5 | 1 | Aligned |
| 2 | 12–22 | 1–4 | 5 | 5 | Jittered |
| 3 | 23–33 | 1–4 | 6 | 6 | countClash.layout.scatterSoft |
| 4 | 34–44 | 1–5 | 6 | 7 | countClash.layout.scatterSoft |
| 5 | 45–55 | 1–5 | 6 | 7 | countClash.layout.scatterSoft |
| 6 | 56–66 | 1–5 | 7 | 7 | Scattered |
| 7 | 67–77 | 1–6 | 7 | 8 | Scattered |
| 8 | 78–88 | 1–6 | 7 | 8 | Scattered + sizes |
| 9 | 89–99 | 1–6 | 7 | 8 | Scattered + sizes |
Rapidly cycling from grasping the count to tapping trains processing speed.
Counting while holding the current rule in mind trains working memory.
Accurately switching rules and doing quick mental math trains reasoning and calculation.
Suppressing the automatic urge to read the digit and answering by the rule trains response control.
Select Training

A concentration-style memory card game shaped by 2-second flashes, sudden death, and extra-flash penalties.

A route-design puzzle where you cannot stop freely. Plan stopping points, clear all spots, then stop on the exit.

A logic-and-control time attack where you release tangled signal lines in the right order.

A logic puzzle where you choose only the needed connections from many candidate lines to satisfy numbered nodes.

A path-drawing puzzle where you connect matching BrainType character pairs with trails that never cross.

各行・各列・各エリアにキャラを1体ずつ。となり合わせ禁止の消去法で唯一の配置を導くロジックパズル。

A tactile speed puzzle. Move, rotate, and snap pieces together—your intuition and control become your time.

Clear matching pairs in the given order—speed and memory decide your time.

A visual-search speed event where you instantly spot the only identical pair hidden among many items.

A fast-paced minesweeper-inspired cognitive game where numbers flash briefly. Memorize clues, deduce safe tiles, and clear the board.
Read these next to connect the full picture of cognitive measurement and training.