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- Sun Jan 01, 2012 3:24 pm
#82691
Setup and Rule Diagram Explanation
This is an Advanced Linear: Balanced, Identify the Templates game.
This game features six animals being assigned to six stalls, one animal per stall. The game is made slightly more challenging because the six animals are divided into two types: lions and tigers. The initial game scenario appears as:
The first rule establishes that the two tigers cannot face each other:
The second rule assigns a lion to stall 1, which eliminates K and M from being assigned to the stall:
The third rule assigns H to stall 6:
This additionally has the effect of removing H from consideration for stall 1, leaving only F, G, or J as candidates for the first stall.
The fourth rule is an important rule in the game, and, for some, a problematic rule. The rule is properly diagrammed as:
One of the mistakes made by many students is to misinterpret this rule as being diagrammed as JK. The rule states that J is assigned to a stall numbered one higher than K’s stall. Numerically, 2 is numbered one higher than 1, 3 is numbered one higher than 2, etc. Thus, if K is assigned to stall 2, then J must be assigned to stall 3. This produces a KJ representation, not JK.
With the addition of this rule, J cannot be assigned to stall 1, and K cannot be assigned to stall 5 (stall 6 is already occupied, and thus it is not the last “open” space). With J removed from consideration for stall 1, we can deduce that F or G must be assigned to stall 1. Of course, with F or G occupying stall 1, the earliest the KJ block could appear is 2-3, meaning J cannot be assigned to stall 2:
The last rule brings an important restriction: K cannot face H, and so K cannot be assigned to stall 3:
This final rule limits K’s options to stall 2 or stall 4. With this limitation, and the other rules in the game, you must make the decision to show the two templates based on the position of the KJ block:
The two templates above capture all six of the possibilities in the game. This game can be somewhat difficult without the templates; with the templates, the game is easy.
This game is also the start of some interesting test construction elements used the test makers. Consider the following features of the second, third, and fourth games:
Returning to this game, using the templates allows you to answer the questions extraordinarily quickly.
This is an Advanced Linear: Balanced, Identify the Templates game.
This game features six animals being assigned to six stalls, one animal per stall. The game is made slightly more challenging because the six animals are divided into two types: lions and tigers. The initial game scenario appears as:
The first rule establishes that the two tigers cannot face each other:
The second rule assigns a lion to stall 1, which eliminates K and M from being assigned to the stall:
The third rule assigns H to stall 6:
This additionally has the effect of removing H from consideration for stall 1, leaving only F, G, or J as candidates for the first stall.
The fourth rule is an important rule in the game, and, for some, a problematic rule. The rule is properly diagrammed as:
One of the mistakes made by many students is to misinterpret this rule as being diagrammed as JK. The rule states that J is assigned to a stall numbered one higher than K’s stall. Numerically, 2 is numbered one higher than 1, 3 is numbered one higher than 2, etc. Thus, if K is assigned to stall 2, then J must be assigned to stall 3. This produces a KJ representation, not JK.
With the addition of this rule, J cannot be assigned to stall 1, and K cannot be assigned to stall 5 (stall 6 is already occupied, and thus it is not the last “open” space). With J removed from consideration for stall 1, we can deduce that F or G must be assigned to stall 1. Of course, with F or G occupying stall 1, the earliest the KJ block could appear is 2-3, meaning J cannot be assigned to stall 2:
The last rule brings an important restriction: K cannot face H, and so K cannot be assigned to stall 3:
This final rule limits K’s options to stall 2 or stall 4. With this limitation, and the other rules in the game, you must make the decision to show the two templates based on the position of the KJ block:
Template #1: KJ in stalls 2-3. When K is assigned to stall 2, M cannot be assigned to stall 5 due to the first rule, and must be assigned to stall 4. F and G rotate between stall 1 and stall 5.
Template #2: KJ in stalls 4-5. When K is assigned to stall 4, stalls 2 and 3 are occupied by M and the remainder of F/G.
The two templates above capture all six of the possibilities in the game. This game can be somewhat difficult without the templates; with the templates, the game is easy.
This game is also the start of some interesting test construction elements used the test makers. Consider the following features of the second, third, and fourth games:
Game #2: Features two rows, slots are numbered sequentially in horizontal fashion. Numerically, “2” is higher than “1,” etc.
Game #3: Features two rows, slots are numbered in non-sequential fashion (one odd row, one even row)
Game #4: Numerically, “1” is higher than “2,” etc.In the second and third games, the slots are numbered in different ways, and in the second and fourth games, the numerical ranking relationships are opposite. These differences have the subtle effect of keeping test takers off-balance. For example, in the second game the slots line up 1-2-3, and in the third game they line up 1-3-5-7. Psychologically, it is difficult to develop a rhythm when the slots appear similar but are numbered differently. This type of construction is just another example of the psychological ploys used by the test makers.
Returning to this game, using the templates allows you to answer the questions extraordinarily quickly.
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Dave Killoran
PowerScore Test Preparation
Follow me on X/Twitter at http://twitter.com/DaveKilloran
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PowerScore Test Preparation
Follow me on X/Twitter at http://twitter.com/DaveKilloran
My LSAT Articles: http://blog.powerscore.com/lsat/author/dave-killoran
PowerScore Podcast: http://www.powerscore.com/lsat/podcast/