# Action Test ## General Info - **Year Published**: 1970 - **BGG Rating**: 5.0 - **BGG Rank**: — - **Players**: 3 - **Duration**: 20 min - **Weight**: — - **Designers**: Dr. Herbert Otto Emanuel Laszlo - **Publishers**: Piatnik - **Categories**: Action / Dexterity, Card Game, Educational ## Verdict If you enjoy games of mental agility and quick reflexes, Action Test is a race against time to see who associates faster! Perfect for a light and fun game session.Quick image associationSpeed gameReferee dynamicEasy to learnShort playtimeOnly 3 playersInteraction dependentCan be repetitiveFOR GENRE FANS ## Description Action Test is a speed and observation game released in 1970, where two players compete to identify the correct action card that matches a target card. With a third player acting as a referee, the match unfolds in fast-paced and intense rounds. Each of the two active players receives seven action cards, and the goal is to be the first to select the card that perfectly matches one of the 41 available target cards. For example, if the target card shows a postman, the correct action card would be the one representing a letter. Getting it right means winning the target card, but getting it wrong results in forfeiting the card. Victory is awarded to the player who accumulates the most target cards, but be careful: making a 'dumb' mistake, like trying to use a fire extinguisher on a person or failing to use a fire truck on a burning house, leads to an automatic loss! The referee is responsible for dealing the target cards, judging plays, and then takes the winner's place in the next round, keeping the game dynamic. Originally published as 'Shock', the game underwent a visual revamp to avoid sensitive themes, now focusing on lighter and more educational scenarios. It's a game that tests your reflexes and association skills at a frantic pace. ## How to Play Goal of the Game In Shock! Knights & Poisons, you take on the role of a brave knight exploring a dangerous dungeon. Your goal is to explore the location in search of precious Gems, avoiding poisonous creatures that can cause Anaphylactic Shock. At the end of the 5th round, the player who has accumulated the highest total value of Gems inside their Treasure Bag will be the winner. Setup Place the Round Board in the center of the table. Place the Round Marker on the first space of the Round Track. Create a general reserve with all the Gems (clear, red, and gold). Give one Treasure Bag to each player. Shuffle the Chest Cards and place the Chest Deck face down in the center of the table. Prepare the Dungeon Deck: For 3 players: return all "1" and "11" Number Cards to the box. For 4 players: return all "11" Number Cards to the box. For 5 players: do not return any cards. Distribute the Number Cards to the players: 3 or 4 players: 9 cards each. 5 players: 8 cards each. The remaining Number Cards form the face-down Dungeon Deck. Draw the top Number Card from the Dungeon Deck and place it under the Round Board (leaving only the top half visible) to determine the first round's Trump Suit. The player with the most Allergies (consult the manual for details on this section) will be the first Leader. In case of a tie, decide randomly. Gameplay Flow The game lasts 5 Rounds. Each Round is composed of several Tricks. The Trick A Trick follows this order: The Leader plays a Number Card from their hand. The suit of this card is the Lead Suit. Other players must play a card of the Lead Suit, if possible. If they do not have one, they may play any card. If there is a Gem icon below the number of the played card, place a clear Gem from the reserve on top of it. Determining the winner: If there is any Trump Suit card in the Trick, the highest value trump card wins. Otherwise, the highest value card of the Lead Suit wins. The winner collects the clear Gems from the played cards and places them on their Treasure Bag. If Poison cards (7 of any suit) or Potion cards (5 and 7 of the 💎 suit) were played, the winner places them face up in front of them. If the winner has not been eliminated, they perform a Chest Challenge. The winner of the Trick becomes the new Leader for the next Trick. End of Round The Round ends immediately if: All cards from the players' hands have been played; No players remain in the round (due to Anaphylactic Shock or Withdrawal); Only one player remains in the round before a Trick begins. If the Round is not the last one, prepare the next: advance the Round Marker, shuffle the Chest Deck, redistribute the Number Cards so that everyone has their starting hand again (9 or 8 cards), and determine the new Trump Suit. Actions and How to Play Chest Challenge After winning a Trick, the winner reveals a card from the Chest Deck: Gem Card: The winner receives clear Gems according to the large icons on the left; the other players receive clear Gems according to the small icons on the right. Poison Card: The winner receives one clear Gem (according to the icon on the left) and all players remaining in the round are poisoned. A player can perform up to two additional Chest Cards after the first one. Withdrawal Before playing your card in a Trick, you may declare that you are Withdrawing. You keep all the Gems you have in your Treasure Bag (they are now protected) and place the bag in front of you. You no longer suffer Anaphylactic Shock, but you no longer gain Gems from small icons on Chest Cards. On your turn, you must play a card face down, which adds 1 clear Gem to the Trick (or 2 in 3-player games). Poisons and Anaphylactic Shock Poison Cards: The number 7 of any suit poisons the winner of the Trick. Some Chest Cards poison all players in the round. Anaphylactic Shock: If you are poisoned by the same type of poison twice in a round, you suffer Anaphylactic Shock. You must return all Gems that are on your Treasure Bag to the reserve and place the bag in front of you. You are out of the round, but you must still play cards face down in the Trick (always adding 1 clear Gem to the table). Potions The Potion Cards (5 and 7 of the 💎 suit) are used to cure poisons. By winning a Trick with a Potion Card, you cover a Poison Card in front of you with it, nullifying the effect. If you have no poison, the Potion Card stays in front of you for future use. End of Game and Scoring The game ends at the end of the 5th Round. Players sum the value of all Gems they have obtained inside their Treasure Bags. The player with the highest total value is the winner. In case of a tie, the players share the victory. Tips for Winning Consult the manual for details on this section. Consult the manual for details on this section. ## FAQ ### How many players can play Action Test? Action Test is an exclusive game for 3 players. Two compete directly, while the third acts as a referee and then rotates into the competition. ### What is the average playtime for a game? Games are quite fast, usually lasting between 15 to 20 minutes. It's ideal for filling those waiting moments or for several consecutive rounds! ### What is the main objective of the game? The goal is to be the player with the most target cards at the end of the game, correctly associating action cards with target cards faster than your opponent. ### Is it a complex game to learn? Not at all! The rules are super simple and intuitive, focusing on association speed. You'll get the hang of it in just a few minutes. ### What are the main components of the game? The game consists of action cards and target cards, plus the rulebook. It's quite compact and easy to carry. ### For what kind of audience is Action Test recommended? It's perfect for those looking for a light, fast, and fun game that tests mental agility and observation skills. Great for families and friends who enjoy a casual challenge!