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Step 1

Per the given scenario, we can write out the six elements to be placed - H, L, N, O, P, and S - and we can lay out the five positions to be assigned, in order, and the one position not assigned.

Step 2

Per the first rule, we can notate that H cannot go in 5, and that it cannot go in the out position.

Step 3

Per the second rule, we can notate that if O is visited, it must be visited immediately before H.

Step 4

Per the third rule, we can notate that if L is visited, it is visited on a Wednesday.

Step 5

Per the fourth rule, we can notate that N and S cannot be consecutive, and that they cannot go in the out position.

Step 6

We can note that P is not directly restricted by any of the given rules.

Step 1

Per the given scenario, we can write out the six elements to be placed - J, K, L, M, O, and P, and we can lay out the positions to be assigned - at least one, and up to three, for groups 1, 2, and 3.

Step 2

Per the first rule, we can assign M to 3.

Step 3

Per the second rule, we can notate that neither O nor P can be assigned to 1.

Step 4

Per the third rule, we can notate L is with K or M, but not both. We can also infer from this that K and M cannot be together, and cross out K from group 3.

Step 5

Per the fourth rule, we can notate that O in 2 means J and K are together, that J and K together means O is in 2, O not in 2 means J and K are not together, and J and K not together means O is not in 2.

Step 1

Per the given scenario, we can write out the six elements to be placed - J, K, L, M, O, and P, and we can lay out the positions to be assigned - at least one, and up to three, for groups 1, 2, and 3.

Step 2

Per the first rule, we can assign M to 3.

Step 3

Per the fourth rule, we can split the game up into two frames, one in which O is assigned to 2, and one in which O is not. For the frame in which O is not, since, per the second rule, O can’t be assigned to 1, O must be assigned to 3.

Step 4

In the first frame, per the second rule, we can notate that P cannot be assigned to group 1, and that P must thus be assigned to 2 or 3.

Step 5

In the first frame, we have the J, K pairing and the L as the only remaining elements that can go into group 1. However, L couldn’t go into group 1 by itself (per the third rule), so regardless of what happens with L, in the first frame, the J, K pairing must go into group 1.

Step 6

In the first frame, per the third rule, we can infer and notate that L must be in groups 1 or 3.

Step 7

In the second frame, per the second rule, P can’t be assigned to group 1.

Step 8

In the second frame, per the third rule, we can notate that L must be with K or M, but not both.

Step 9

In the second frame, per the fourth rule, we can notate that J and K cannot be together.

Step 1

Per the given scenario, we can write out the six elements to be placed - R, S, T, V, Y, and Z, and we can lay out positions in three groups - L, M, and P - with an indication that each group gets at least one element.

Step 2

Per the given scenario and the fourth rule, we can create two frames, one with both Y and Z assigned to P and the other with neither assigned to P.

Step 3

Per the first rule, we can notate that the M must get exactly two assignments.

Step 4

Per the second rule, we can notate that S and T must be assigned together.

Step 5

Per the third rule, we can notate that V and Y cannot be assigned together. From this, we can infer that in frame 1 when Y is assigned to P, V cannot be assigned to P.

Step 6

We can note that R is not directly restricted by any of the given rules.

Note that for this game we are using the arrow symbol to represent transmitting the virus between computers.

Step 1

Per the given scenario, we can write out the six elements to be placed - P, Q, R, S, T, and U.

Step 2

Per the first rule, we can notate that no element transmitted the virus to more than 2 other elements.

Step 3

Per the second rule, we can notate that S transmitted to exactly 1 other element.

Step 4

Per the third rule, we can notate that the same element transmitted the virus to both S and R. We can connect this to our notation for the second rule.

Step 5

Per the fourth rule, we can notate that either R or T transmitted the virus to Q.

Step 6

Per the fifth rule, we can notate that either T or U transmitted the virus to P.

Note that for this game we are using the arrow symbol to represent transmitting the virus between computers.

Step 1

Per the given scenario, we can write out the six elements to be placed - P, Q, R, S, T, and U.

Step 2

Per the first rule, we can notate that no element transmitted the virus to more than 2 other elements.

Step 3

Per the second rule, we can notate that S transmitted to exactly 1 other element.

Step 4

Per the third rule, we can notate that the same element transmitted the virus to both S and R. We can connect this to our notation for the second rule.

Step 5

Per the fourth rule, we can split our diagram into two frames, one in which R transmits to Q, and another where T transmits to Q.

Step 6

Per the fifth rule, we can split our frames up further (into 1A and 1B and 2A and 2B), based on whether T or U transmits to P.

Step 7

In frame 1A, we can notate that the T - P pairing and the U are the elements not already on the diagram.

Step 8

In frame 1B, we can notate that the U - P pairing and the T are the elements not already on the diagram.

Step 9

In frame 2A, we can notate that the T - Q, P trio, along with the U, are the elements not already on the diagram.

Step 10

In frame 2B, we can notate that the T - Q pairing and the U - P pairing are not on the diagram.

Logic Games Diagrams

These pages offer diagramming suggestions for every game that has appeared in every Logic Games section from PrepTests 52 through 81. Please keep in mind that there are many different ways to effectively diagram Logic Games, and it’s often a very subjective decision as to which inferences to notate, when to split diagrams, and so on.

One significant advantage of the Trainer diagramming methods is that they provide a universal diagramming system that you can use for any game that appears in the section. This is in contrast to most other LSAT learning systems, which separate games out into distinct categories, each with its own, and often conflicting, notational system.

Diagram Logic Games

1. Always read through the scenario and rules completely, and pause to mentally consider and visualize the game, before setting pencil to paper.

2. Think of all games in terms of elements to place and positions to place them into. Nearly every game places these positions into an order, into groups, or both.

3. Whenever you find it useful, feel free to deal with the rules in an order that makes it most convenient for you to draw an effective diagram.

4. Always be on the lookout for inferences - things that you can figure out by bringing information, such as rules, together. The purpose of your diagram is to, in fact, help you uncover inferences correctly, and these inferences (more so than the rules as they are given) are what determine right and wrong for the vast majority of problems.

5. Look for opportunities to split up your game board into multiple frames - which are a set of diagrams that collectively represent all of the possibilities of a game. Most commonly, we can create frames around a very limited set of options for how to fill a certain position or positions (“either F or K must be third,” for example) or where to place an element or elements (“K must go first or last,” for example).

6. Whenever you have trouble notating a rule clearly, don’t be afraid to write it out or provide as much detail as you feel necessary. Better to be safe than overly clever.

7. When you are done with your diagram, evaluate your notations carefully and check them back against the scenario and rules as written. Make sure that you understand what your notations mean, and that they represent the given information correctly.

Notations

Here is a downloadable and printable infographic that includes the symbols and notations that we will most commonly utilize to set up games. Please click to open full screen.

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