Lsat Preptest 04, Analytical Game 04: February 1992

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In this LSAT logic game people are on ski chalets of the same six positioned in two straight rows. The challenge of the test taker is to determine the path of the ski chalet.

As a preliminary matter the test taker must determine what type of LSAT logic game she is asked to solve. Logic games fall under four broad categories: 1) sequential; 2) grouping; 3) sequential game with grouping aspects; and 4) grouping game with sequential aspects. On rare occasions the test taker is asked to solve a different type of LSAT logic game. These logic games are broadly defined as outlier games.

Once the test taker has determined the type of LSAT logic game that she is asked to solve, the test taker must then decide which solution strategy to employ. Four basic solution strategies are listed as follows in order of solution preference: 1) wholly solved scenarios; 2) intuitively solved scenarios; 3) scenario templates; and 4) nuts and bolts.

A wholly solved scenarios solution strategy occurs when the rules of the logic game allow for the creation of scenarios that show every permutation of the variables and/or groups in the logic game. The test taker employs various distribution strategies and is generally able to create anywhere from four to twelve scenarios. The scenarios are said to be wholly solved due to the fact that there are simply no other possible variations of variables and/or groups in the logic game.

This is an unusual game and one that is not likely to appear on the modern LSAT. This analytical game requires the test taker to connect the path via straight lines. The test taker begins by placing both first order rules, which substantially limit the number of scenarios in this logic game. The next step in this logic game is to create two worlds, one with M connecting N and the other with J connecting M. Simply put, nothing more can happen with regard to M as M must be connected per the rules.

Considering the first world, the test taker merely creates an additional scenario by connecting K with N and then connecting N with O. As to the former O then must connect with L. As to the later O can either connect with L or O can connect with K.

Considering the second world, the test taker must place J with two variables, J can be placed with K and J can be placed with O. Where J is placed with K only one scenario exists as L must be placed with O. Where J is placed with O there an additional two option as to what can occur with O. Specifically, O can either be placed with K or L.

The test taker should also circle the variables when two sticks connect them as nothing else can be connected to said variables. The test taker ends up with six wholly solved scenarios and can easily answer questions to the logic game.

This analytical game is considered difficult due to the creativity required to ascertain all of the scenarios. An experienced test taker should spend nine minutes on this logic game.


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