Balloon game (risk calibration)
What it tests. Risk appetite, learning from feedback, and consistency of risk-taking under uncertainty.
Common traps. Overcorrecting after a burst (collapsing into timid pumping) or ignoring feedback entirely and pumping identically regardless of colour.
How to handle it. Take steady, calculated risk: probe each colour's behaviour early, settle into a consistent banking strategy, and do not let one burst change your whole approach.
Tower game (planning, Towers of Hanoi)
What it tests. Planning depth and deliberation: the model tracks time-to-first-move as well as move count.
Common traps. Diving in instantly and racking up wasted moves, or freezing so long that the hesitation itself becomes the signal.
How to handle it. Pause deliberately, plan the full sequence, then execute cleanly. A few seconds of visible planning followed by an efficient solution is exactly the profile the task rewards.
Money Exchange games (trust and fairness, two games)
What it tests. Trust calibration, fairness and rational reciprocity.
Common traps. Playing an extreme, sending everything to look generous or hoarding everything to look shrewd, which reads as an inconsistent or gamed profile.
How to handle it. Be rational and equitable: reciprocate reasonably, avoid extremes, and behave the way you actually would with real money.
Keypress and Stop games (impulse control)
What it tests. Impulse inhibition and sustained attention: accuracy under a speed incentive.
Common traps. Firing on red because you are chasing speed; false positives cost more than slightly slower correct responses.
How to handle it. Accuracy over speed. Never fire on a stop signal; a controlled, correct rhythm beats a fast, error-prone one.
Hard or Easy game (effort and expected value)
What it tests. Effort allocation and expected-value discipline.
Common traps. Choosing on mood or fatigue rather than the numbers, or always picking hard to look ambitious even when the probability-weighted payoff is worse.
How to handle it. Compute the expected value each round and follow it strictly. The task measures whether your effort decisions are economically rational, not whether you like challenges.
Digits and Lengths games (memory and attention)
What it tests. Working memory span and attention to fine differences.
Common traps. Trying to hold long digit strings as single streams, which collapses beyond six or seven digits.
How to handle it. Chunk digits in threes and fours, stay calm as the sequences lengthen, and keep full attention on the perceptual trials; they are quick but scored.
Arrows game (cognitive flexibility)
What it tests. Cognitive flexibility and rule-switching speed under interference.
Common traps. Perseverating on the old rule after a flip; a run of errors immediately after each switch is the classic failure signature.
How to handle it. Expect the flips. Repeat the active rule to yourself on every trial, and when a switch comes, slow down for two or three trials to lock the new rule in before speeding up.
Cards game (pattern recognition, Iowa Gambling Task)
What it tests. Learning from outcomes and long-run pattern recognition over short-run temptation.
Common traps. Chasing the big-win decks all the way through, or switching randomly without tracking which decks are net-positive.
How to handle it. Sample all four decks in the first 20-30 draws, track rough net outcomes per deck, then commit to the steady decks and stay committed.