Lsat Preptest 1, Logic Game 1: 1991

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In this LSAT logic game exactly six trade representatives negotiate a treaty: Klosnik, Londi, Manley, Neri, Osata, and Poirier. The trade representatives sit around a circular table with seats numbered one through six. The challenge of the test taker is to determine the seating order of the trade representatives.

As a preliminary matter the test taker must determine what type of LSAT logic game she is asked to solve. LSAT logic games fall under four broad categories: 1) sequential; 2) grouping; 3) sequential game with grouping aspects; and 4) grouping game with sequential aspects.

When the test taker is faced with a LSAT sequential logic game the test taker must quickly ascertain whether the sequential game has any grouping aspects or additional sequential aspects. When neither grouping aspects nor additional sequential aspects occur, the test taker should understand that she is faced with a sequential logic game.

The test taker should understand that a circular sequential game is nothing more than a sequential game occurring around a circle rather than left to right. The key difference between the two is that in a circular game the first and last variable are consecutive.

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 LSAT 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.

As always the test taker should apply the hierarchy of rules to solve the scenarios. An innate understanding of the hierarchy of rules means that the test taker quickly understands the correct solution strategy to employ. Rules can broadly be thought of as direct or indirect. Direct rules are those that are explicitly stated by the test maker. Indirect rules are those rules that are implicitly stated by the test maker. First order rules are those rules that place a variable in either one or two locations. If the first rule applied results in a variable occupying two or three locations the test taker should immediately create two or three worlds. Second order rules are those rules that create a block of variables.

Second order rules generally dictate the distribution strategy of the test taker. Third order rules in the sequential sense are those rules that state one variable occurs before another variable. Third order rules in the grouping sense are exclusion rules or those rules that prevent variables from existing together in a group. Fourth order rules are merely conditional rules. The test taker should always attempt to apply the hierarchy of rules in order to wholly solve the scenarios.

While it is true that this game is sequential in nature, the seats in this logic game are never referred to by number. The test taker that attempts to place, for example, P and N in twelve different possible scenarios makes an error of complexity. The test taker should begin by applying the first order rule that places P next to N. Where there are no second order rules the test taker is required to try and find said rules indirectly. The test taker is given one exclusion rule and should consider one of them as it severely limits what can occur in this analytical game.

The next consideration for the test taker is the placement of L. There are four possible placements for the variable L. The test taker has placed three variables and is left with merely three additional variables to place. Where L is not next to N, L must be next to M. The test taker must consider the exclusion rule that does not allow K be consecutive with M as well as the fourth order rule regarding O and P. The test taker ends up with merely six scenarios and is easily able to answer any question as the scenarios are wholly solved.

LSAT PrepTest 01, Analytical Game 01: June 1991 is considered of easy to moderate difficulty. An experienced test taker should expect to spend eight to nine minutes towards the solution of this analytical game.


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