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#79626
Setup and Rule Diagram Explanation
This is a Mapping—Spatial Relations game.
A superficial reading of this game suggests that it is a Mapping—Spatial Relations game. The five islands are connected by bridges, and the entire scenario and rule set has the feel of a game that must be drawn out. However, a key consideration is missing from the rules: none of the bridges has to be straight. This fact completely changes this game, and makes virtually any configuration of bridges possible. Thus, the game turns from a Mapping game and becomes a Grouping game, where the connection possibilities are paramount. Remember: in games that appear to be based on mapping or connections, always determine whether the connections must be straight or not. If they are, then the game is about drawing; if they are not, the game is about grouping.
With the straightness of the bridges a non-factor, we can ignore the rule about intersecting bridges and focus on the connections between the islands. In fact, in our diagram we won’t be concerned with any intersections—we just will focus on the connections.
Initially, we know there are five islands: J K L M O5.
The fourth rule divides the islands into two groups: J, K, and L, which are each connected to M or O or both. Thus, our initial diagram will show those islands in two separate columns:
Of course, the last rule establishes that J is connected to O, and O is connected to M:
Note that the connections have no direction, so there are no arrows at the end of each line. This means that once an island is connected to another, the connection goes “both” ways.
Note that O now has two connections, and from the third rule we can infer that O can connect to at most one more island. Because K and L must connect to M or O (or both), we can infer that if K connects to O, then L must connect to M. Alternatively, if L connects to O, then K must connect to M. These two inferences can be shown as:
The parentheses are not necessary, but they are used here for the sake of clarity.
The last point of analysis is to analyze the fifth and sixth rules. The sixth rules states that K is connected to exactly one other island. From the third rule, we know that island must be O or M:
K O/M
The fifth rule states that J is connected to exactly two islands. From the seventh rule we already know that J is connected to O, so O must be one of the two islands. The other three choices are K, L, and M, but because K can only connect to O or M, J cannot connect to K, leaving J with the choice of one of L or M (J cannot connect to both L and M because that would connect J to three island—O, L, M—a violation of the fifth rule). Thus, J connects to O and either L or M:
J O, L/M
With this information, we arrive at the final setup to the game:
This is a Mapping—Spatial Relations game.
A superficial reading of this game suggests that it is a Mapping—Spatial Relations game. The five islands are connected by bridges, and the entire scenario and rule set has the feel of a game that must be drawn out. However, a key consideration is missing from the rules: none of the bridges has to be straight. This fact completely changes this game, and makes virtually any configuration of bridges possible. Thus, the game turns from a Mapping game and becomes a Grouping game, where the connection possibilities are paramount. Remember: in games that appear to be based on mapping or connections, always determine whether the connections must be straight or not. If they are, then the game is about drawing; if they are not, the game is about grouping.
With the straightness of the bridges a non-factor, we can ignore the rule about intersecting bridges and focus on the connections between the islands. In fact, in our diagram we won’t be concerned with any intersections—we just will focus on the connections.
Initially, we know there are five islands: J K L M O5.
The fourth rule divides the islands into two groups: J, K, and L, which are each connected to M or O or both. Thus, our initial diagram will show those islands in two separate columns:
Of course, the last rule establishes that J is connected to O, and O is connected to M:
Note that the connections have no direction, so there are no arrows at the end of each line. This means that once an island is connected to another, the connection goes “both” ways.
Note that O now has two connections, and from the third rule we can infer that O can connect to at most one more island. Because K and L must connect to M or O (or both), we can infer that if K connects to O, then L must connect to M. Alternatively, if L connects to O, then K must connect to M. These two inferences can be shown as:
The parentheses are not necessary, but they are used here for the sake of clarity.
The last point of analysis is to analyze the fifth and sixth rules. The sixth rules states that K is connected to exactly one other island. From the third rule, we know that island must be O or M:
K O/M
The fifth rule states that J is connected to exactly two islands. From the seventh rule we already know that J is connected to O, so O must be one of the two islands. The other three choices are K, L, and M, but because K can only connect to O or M, J cannot connect to K, leaving J with the choice of one of L or M (J cannot connect to both L and M because that would connect J to three island—O, L, M—a violation of the fifth rule). Thus, J connects to O and either L or M:
J O, L/M
With this information, we arrive at the final setup to the game:
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Dave Killoran
PowerScore Test Preparation
Follow me on X/Twitter at http://twitter.com/DaveKilloran
My LSAT Articles: http://blog.powerscore.com/lsat/author/dave-killoran
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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/