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- Wed Jan 20, 2010 12:00 am
#47026
Setup and Rule Diagram Explanation
This is a Pattern Game.
Some games are difficult because they contain a large number of rules or variables; other games are difficult because they are built around a complex concept that forces you to make several deep inferences. This game is one of the latter. And as is always the case with these type of games, creating an effective setup makes the game much easier. The first important decision in this game is how to display the dancing couples for each dance. Many students attempt to use a basic setup similar to the following:
Unfortunately, this setup does not offer you a concrete base to work with. In each of the three dances you are still making decisions about each of the six variables, eighteen total for all three dances. If at
all possible, you would like a setup to fix some of the variables and thus allow you to reduce the number of variables you have to work with for each dance. The following basic setup achieves that goal:
By fixing R, S, and T, only the three boys remain to be placed for each of the three dances. This effectively reduces the total number of variables to be placed to nine, down from eighteen in the previous setup. Choosing to display R, S, and T is superior to choosing K, L, and M because it allows us to display the second rule within the diagram:
Note that this second rule involves a double arrow. If we know who partners Rita in dance 2, that person must partner Sarah in dance 3, and if we know who partners Sarah in dance 3, that same person must partner Rita in dance 2.
According to the last rule, “No two children can partner each other in more than one dance.” By combining this rule with the second rule, we can make the essential inference that the boy who partners Rita in dance 2 and Sarah in dance 3 must partner Tura in dance 1. This pattern holds true for every possible game configuration. This inference can also be added to the setup:
Since the game now has one established pattern, it is quite possible that other patterns exist. For example, let’s examine the boy who dances with Rita in dance 1. In dance 2 this same boy can partner Sarah or Tura, and in dance 3 he can partner only Tura (remember, Sarah is already taken and he can’t partner with Rita again). But wait—if he must partner Tura in dance 3, then he cannot partner her in dance 2, and thus he must partner Sarah in dance 2. It therefore follows that whomever partners Rita in dance 1 must partner Sarah in dance 2 and Tura in dance 3. Now that this second pattern exists, there can be only one possible pattern for the boy who partners Sarah in dance 1: Tura in dance 2 and Rita in dance 3 (remember each of the other two girls in dances 2 and 3 are involved in other patterns). Thus, by analyzing the interaction of the second and third rules we have established the three patterns that must exist in every game:
Obviously, uncovering this pattern within the grouping rules will now allow us to easily conquer the
game. But, as we begin the questions, we also need to keep in mind that Karl must partner with Sarah
in dance 1 or 2 (essentially this means that he will be in either the STR pattern or the RST pattern).
This game was universally considered by students to be the hardest game on the October 1993 LSAT, if not one of the hardest games of the modern era. However, an application of the basic rules allows any student to answer at least the first four questions, and those students who discovered the three patterns found the game quite easy. Remember, just because a game contains a few simple rules doesn’t necessarily mean that the setup is also simple or uninformative. Always examine the interaction of the rules, even if there are only two or three.
This is a Pattern Game.
Some games are difficult because they contain a large number of rules or variables; other games are difficult because they are built around a complex concept that forces you to make several deep inferences. This game is one of the latter. And as is always the case with these type of games, creating an effective setup makes the game much easier. The first important decision in this game is how to display the dancing couples for each dance. Many students attempt to use a basic setup similar to the following:
Unfortunately, this setup does not offer you a concrete base to work with. In each of the three dances you are still making decisions about each of the six variables, eighteen total for all three dances. If at
all possible, you would like a setup to fix some of the variables and thus allow you to reduce the number of variables you have to work with for each dance. The following basic setup achieves that goal:
By fixing R, S, and T, only the three boys remain to be placed for each of the three dances. This effectively reduces the total number of variables to be placed to nine, down from eighteen in the previous setup. Choosing to display R, S, and T is superior to choosing K, L, and M because it allows us to display the second rule within the diagram:
Note that this second rule involves a double arrow. If we know who partners Rita in dance 2, that person must partner Sarah in dance 3, and if we know who partners Sarah in dance 3, that same person must partner Rita in dance 2.
According to the last rule, “No two children can partner each other in more than one dance.” By combining this rule with the second rule, we can make the essential inference that the boy who partners Rita in dance 2 and Sarah in dance 3 must partner Tura in dance 1. This pattern holds true for every possible game configuration. This inference can also be added to the setup:
Since the game now has one established pattern, it is quite possible that other patterns exist. For example, let’s examine the boy who dances with Rita in dance 1. In dance 2 this same boy can partner Sarah or Tura, and in dance 3 he can partner only Tura (remember, Sarah is already taken and he can’t partner with Rita again). But wait—if he must partner Tura in dance 3, then he cannot partner her in dance 2, and thus he must partner Sarah in dance 2. It therefore follows that whomever partners Rita in dance 1 must partner Sarah in dance 2 and Tura in dance 3. Now that this second pattern exists, there can be only one possible pattern for the boy who partners Sarah in dance 1: Tura in dance 2 and Rita in dance 3 (remember each of the other two girls in dances 2 and 3 are involved in other patterns). Thus, by analyzing the interaction of the second and third rules we have established the three patterns that must exist in every game:
- One boy must partner T in dance 1, R in dance 2, and S in dance 3. (T - R - S)
One boy must partner R in dance 1, S in dance 2, and T in dance 3. (R - S - T)
One boy must partner S in dance 1, T in dance 2, and R in dance 3. (S - T - R)
Obviously, uncovering this pattern within the grouping rules will now allow us to easily conquer the
game. But, as we begin the questions, we also need to keep in mind that Karl must partner with Sarah
in dance 1 or 2 (essentially this means that he will be in either the STR pattern or the RST pattern).
This game was universally considered by students to be the hardest game on the October 1993 LSAT, if not one of the hardest games of the modern era. However, an application of the basic rules allows any student to answer at least the first four questions, and those students who discovered the three patterns found the game quite easy. Remember, just because a game contains a few simple rules doesn’t necessarily mean that the setup is also simple or uninformative. Always examine the interaction of the rules, even if there are only two or three.
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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
PowerScore Podcast: http://www.powerscore.com/lsat/podcast/
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/