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- Fri Jan 21, 2011 12:00 am
#59735
Setup and Rule Diagram Explanation
This is a Mapping Game.
On the surface this game appears to be a drawing exercise, and most students diagram the game as follows:
However, much like the Highways game discussed previously, this is actually a Grouping game masquerading as a Mapping game. Especially indicative are the third and fourth rules, both of which are negative Grouping rules. Since grouping is such an important principle on the LSAT, we felt it worthwhile to examine a game that has mapping elements but is controlled by grouping principles.
Although every student inevitably draws out the detection areas, it is probably easier to understand this game when it is set up in a more Linear fashion:
In this setup, we convert the radar areas into a grouping relationship. For example, since U is inside of R and T, in our setup we show U with arrows heading towards R and T, meaning that any variable that is in U must also be in R and T. The game scenario indicates R and S do not overlap; our diagram puts a double-not arrow between R and S to indicate that any variable in one of R or S cannot be in the other. The same relationship holds for S and U.
Note that the grouping rules involving areas R, S, T, and U are easily displayed internally within this diagram. Also, since the detection areas are now represented linearly, it is easier to show the Not Laws that apply to each plane. The game is now diagrammed in a much more familiar format and should therefore be easier to attack.
With the setup structure in hand, let’s take a moment to examine the rules and generate the remainder of the diagram. In considering this setup, remember that the game is about where each plane is at exactly noon, and thus this is a snapshot at a given time.
The first rule establishes that planes J, K, L, and M are all in a zone, and thus all four are “in” the game, and no plane is “out.” This does not mean, however, that each zone contains a plane. It is possible for a zone to have no planes in it, or more than one plane in it.
The second rule places plane J in area S, and because area S does not overlap with R or U according to the game scenario, J Not Laws can be placed on areas R and U
The third rule creates a negative grouping relationship between K and J. Because we have now introduced the possibility of a vertical component in the game, this can be diagrammed with a vertical not-block. Additionally, a K Not Law now appears on area S because J is already in S:
The fourth rule creates another vertical not-block:
No Not Laws immediately follow from this rule, because neither L nor M is placed in any area yet.
The fifth rule limits plane M to exactly one of the areas, which immediately eliminates M from being in U (since U is inside R and T), leading to the final diagram for the game:
Before moving to the questions, take a moment to consider how the “overlapping” aspect of the areas affects the planes. For example, J is known to be in area S. However, area S also overlaps with area T, so J could also be in area T (but does not have to be in area T). Areas R and T also overlap, so a plane in one could be in the other (unless the plane is in U, in which case it must be in R and T). This overlapping aspect lends a Could Be True element to the placement of the planes, and makes the game more challenging.
Finally, remember that many games that would generally be classified as Mapping games are actually Grouping games, and so often the best approach is to diagram the Grouping relationship as your primary diagram.
This is a Mapping Game.
On the surface this game appears to be a drawing exercise, and most students diagram the game as follows:
However, much like the Highways game discussed previously, this is actually a Grouping game masquerading as a Mapping game. Especially indicative are the third and fourth rules, both of which are negative Grouping rules. Since grouping is such an important principle on the LSAT, we felt it worthwhile to examine a game that has mapping elements but is controlled by grouping principles.
Although every student inevitably draws out the detection areas, it is probably easier to understand this game when it is set up in a more Linear fashion:
In this setup, we convert the radar areas into a grouping relationship. For example, since U is inside of R and T, in our setup we show U with arrows heading towards R and T, meaning that any variable that is in U must also be in R and T. The game scenario indicates R and S do not overlap; our diagram puts a double-not arrow between R and S to indicate that any variable in one of R or S cannot be in the other. The same relationship holds for S and U.
Note that the grouping rules involving areas R, S, T, and U are easily displayed internally within this diagram. Also, since the detection areas are now represented linearly, it is easier to show the Not Laws that apply to each plane. The game is now diagrammed in a much more familiar format and should therefore be easier to attack.
With the setup structure in hand, let’s take a moment to examine the rules and generate the remainder of the diagram. In considering this setup, remember that the game is about where each plane is at exactly noon, and thus this is a snapshot at a given time.
The first rule establishes that planes J, K, L, and M are all in a zone, and thus all four are “in” the game, and no plane is “out.” This does not mean, however, that each zone contains a plane. It is possible for a zone to have no planes in it, or more than one plane in it.
The second rule places plane J in area S, and because area S does not overlap with R or U according to the game scenario, J Not Laws can be placed on areas R and U
The third rule creates a negative grouping relationship between K and J. Because we have now introduced the possibility of a vertical component in the game, this can be diagrammed with a vertical not-block. Additionally, a K Not Law now appears on area S because J is already in S:
The fourth rule creates another vertical not-block:
No Not Laws immediately follow from this rule, because neither L nor M is placed in any area yet.
The fifth rule limits plane M to exactly one of the areas, which immediately eliminates M from being in U (since U is inside R and T), leading to the final diagram for the game:
Before moving to the questions, take a moment to consider how the “overlapping” aspect of the areas affects the planes. For example, J is known to be in area S. However, area S also overlaps with area T, so J could also be in area T (but does not have to be in area T). Areas R and T also overlap, so a plane in one could be in the other (unless the plane is in U, in which case it must be in R and T). This overlapping aspect lends a Could Be True element to the placement of the planes, and makes the game more challenging.
Finally, remember that many games that would generally be classified as Mapping games are actually Grouping games, and so often the best approach is to diagram the Grouping relationship as your primary diagram.
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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/