LSAT 52 Logic Game Diagrams | The LSAT Trainer

Diagramming Solutions for PrepTest 52

Game 1

Step  1

Per the given scenario, we can write out the eight elements to be placed - G, H, I, K, L, N, O, and P - and lay out the eight positions to be filled, in order.

Step 2

Per the first rule, we can notate that both K and P come before H.

Step 3

Per the second rule, we can notate that O comes after H and before L. We can connect this to our notation for the first rule.

Step 4

Per the third rule, we can notate that G comes before L. We can connect this to our existing diagram.

Step 5

Per the fourth rule, we can notate that N comes before H. We can connect this to our existing diagram.

Step 6

Per the fifth rule, we can notate that I follows K. We can connect this to our existing diagram.

Game 2 (Option 1)

Step 1

Per the given scenario, we can write out the six elements to be placed - J, K, L, S, T, and V - and lay out the six positions to be assigned - two each in groups M, O, and P.

Step 2

Per the first rule, we can notate that if J is assigned to M, then L will be assigned to P, as well as the contrapositive.

Step 3

Per the second rule, we can notate that if K is not assigned to M, V will be assigned to O, as well as the contrapositive.

Step 4

Per the third rule, we can notate that T cannot be assigned to P.

Step 5

Per the fourth rule, we can notate that J and K can’t be grouped together, L and S can’t be grouped together, and T and V can’t be grouped together.

Game 2 (Option 2)

Step 1

Per the given scenario, we can write out the six elements to be placed - J, K, L, S, T, and V - and lay out the six positions to be assigned - two each in groups M, O, and P.

Step 2

Per the first rule, we can notate that if J is assigned to M, then L will be assigned to P, as well as the contrapositive.

Step 3

Per the second rule, we can notate that if K is not assigned to M, V will be assigned to O, as well as the contrapositive.

Step 4

Per the third rule, we can split our diagram into two frames, one in which T is assigned to M (frame 1) and one in which T is assigned to O (frame 2).

Step 5

Per the fourth rule, we can further split each frame into a pair of frames. Since V can’t be with T, in frame 1, V can either be assigned to O (frame 1A) or to P (frame 1B). In frame 2, V can either be assigned to M (frame 2A) or to P (frame 2B).

Step 6

Per the fourth rule, we also want to notate that for all frames J and K can’t be grouped together, and L and S can’t be grouped together.

Step 7

In frame 1B, since V is not assigned to O, per the second rule, K must be assigned to M. Since, per the fourth rule,  L and S can’t be together, that means one of them must be assigned to O and the other P. That leaves just one spot remaining in O for our final element, J.

Step 8

In frame 2A, since V is not assigned to O, per the second rule, K must be assigned to M. Since, per the fourth rule, L and S can’t be together, that means one of them must be assigned to O and the other P. That leaves just one spot in P remaining for our final element, J.

Step 9

In frame 2B, since V is not assigned to O, per the second rule, K must be assigned to M.

Game 3 (Option 1)

Step 1

Per the given scenario, we can write out the six elements to be placed, separated out by their subsets - Gs, Os, Ps, and HL, NL, and TL (L should be subscript), and we can lay out the six assignments to be filled, in order and separated out by day.

Step 2

Per the first rule, we can notate that each day will have 1S and 1L.

Step 3

Per the second rule, we can notate that T comes after both G and O.

Step 4

Per the third rule, we can notate that N comes after P.

Step 5

We can notate that H is not directly restricted by any of the given rules.

Game 3 (Option 2)

Step 1

Per the given scenario, we can write out the six elements to be placed, separated out by their subsets - Gs, Os, Ps, and HL, NL, and TL (L should be subscript), and we can lay out the six assignments to be filled, in order and separated out by day.

Step 2

Per the first rule, we can notate that each day will have 1s and 1L.

Step 3

Per the second rule, we can split our diagram into two frames, one in which TL is on the second day (frame 1) and one in which TL is on the third day (frame 2).

Step 4

In frame 1, if TL is on the second day, both Gs and Os must be assigned to the first and second days, and they both must come before TL, which means TL must fill the second slot on the second day. Either Gs or Os will fill the first slot on the second day, and the other will go into the first day.

Step 5

In frame 1, Ps must now go into the third day. Per the third rule, that means NL must also go into the third day, with NL coming after Ps. That leaves HL to fill the remaining open slot in the first day.

Step 6

In frame 2, if TL is on the third day, it cannot be paired with Ps, (which must, per the third rule, come before NL). So, TL must be paired with Gs or Os, and, per the second rule, TL must occupy the second slot in the third day, with Gs or Os occupying the first.

Step 7

With TL placed, NL must go into the first or second day, and we can split our second frame further (into frames 2a and 2b) to represent those options.

Step 8

In frame 2a, if NL is placed into the first day, per the third rule, Ps must be as well, with NL coming after Ps.

Step 9

In frame 2a, that leaves HL and either Gs or Os for the second day.

Step 10

In frame 2b, if NL is assigned the second day, HL must be assigned to the first.

Step 11

For frame 2b, we also want to notate that Ps must be before NL.

Step 12

We can also notate that H is not directly restricted by any of the given rules.

Game 4 (Option 1)

Step 1

Per the given scenario, we can write out the six elements to be placed - F, G, H, K, L, and M, and we can lay out the six positions to be assigned, in order.

Step 2

Per the fourth rule, we can create two frames, one in which we have M before both H and K, and another where where have M after both H and K.

Step 3

Per the first rule, we can put F before G and G before K in both frames.

Step 4

Per the second rule, we can redraw our diagrams to represent that H is before G in both frames.

Step 5

Per the third rule, we can notate that when F is before M, L must before before H, as well as the contrapositive.

Game 4 (Option 2)

Step 1

Per the given scenario, we can write out the six elements to be placed - F, G, H, K, L, and M, and we can lay out the six positions to be assigned, in order.

Step 2

Per the first rule, we can notate the ordering relationship F - G - K.

Step 3

Per the second rule, we can notate that H must be before G.

Step 4

Per the fourth rule, we can split our diagram into two frames, one in which M is earlier than H, and other where M is later than K.

Step 5

Per the third rule, we can notate that when F is before M, L must be before H, as well as the contrapositive. Since F is before M in the second frame, there we can notate that L must be before H.

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.

General Suggestions on How to 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.

Table of Commonly Used 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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