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LSAT—India Analytical Reasoning (Logic Games) Syllabus
The Analytical Reasoning (Logic Games) syllabus for LSAT—India in full: 6 chapters, 28 topics and 30 sub-topics, every one listed below, plus 50 Analytical Reasoning (Logic Games) flashcards with answers.
Analytical Reasoning (Logic Games) syllabus: all 6 chapters
Expand any chapter to see its topics and sub-topics.
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Foundations of Analytical Reasoning
4 topics- Anatomy of a Game
- Setup, entities, and conditions
- The question stem and answer choices
- How AR differs from Logical Reasoning
- Reading the Stimulus Accurately
- Fixed vs. floating entities
- Spotting numerical distributions
- Diagramming Fundamentals
- Slots, columns, and master sketches
- Notation shorthand and symbols
- Time Management Per Game
- Allocating roughly 8-9 minutes per game
- When to skip and return
- Anatomy of a Game
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Conditional Logic and Inferences
5 topics- Sufficient and Necessary Conditions
- Identifying triggers and results
- Conditional indicator words
- The Contrapositive
- Negating and reversing terms
- Chaining contrapositives
- Conditional Chains and Linking Rules
- Combining multiple conditionals
- Detecting forced placements
- "Unless," "Until," "Without" Constructions
- Biconditional and "If and Only If" Rules
- Sufficient and Necessary Conditions
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Sequencing (Ordering) Games
5 topics- Linear Sequencing
- Single-row ordering setups
- Relative vs. fixed positions
- Block and Anti-Block Rules
- Adjacent and non-adjacent pairs
- Spacing and gap rules
- Tree (Branching) Diagrams for Relative Order
- Double-Layer and Stacked Sequencing
- Circular and Looped Arrangements
- Linear Sequencing
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Grouping and Distribution Games
4 topics- In/Out (Selection) Games
- Two-group binary selection
- Conditional selection chains
- Distribution into Multiple Groups
- Fixed vs. variable group sizes
- Minimum and maximum constraints
- Matching and Assignment Games
- Numerical Distribution Analysis
- Determining possible splits
- Forced distributions from rules
- In/Out (Selection) Games
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Hybrid and Advanced Games
4 topics- Combined Sequencing-Grouping Games
- Pattern and Process Games
- Mapping and Spatial Games
- Games with Unusual or Open Rules
- Rule substitution questions
- Limited-information setups
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Question Types and Solving Techniques
6 topics- Must Be True / Could Be True Questions
- Could Be / Must Be False Questions
- Acceptability (List) Questions
- Eliminating answers rule by rule
- Maximum / Minimum and Completely Determined Questions
- Rule Substitution and Equivalent Rule Questions
- Hypotheticals and Templating Strategy
- Splitting a game into limited scenarios
- Identifying key restricted entities
LSAT—India Analytical Reasoning (Logic Games) flashcards — 50 questions with answers
What are the four main structural components you should identify in the 'anatomy' of a logic game?
(1) The scenario/setup (what is being arranged), (2) the variables/players being placed, (3) the rules/constraints governing placement, and (4) the questions asked about valid arrangements.
In a logic game stimulus, why is reading the setup precisely (e.g., 'exactly,' 'at least,' 'at most') critical before diagramming?
These quantity words define the base and how many slots/variables exist; misreading them (e.g., treating 'at least one' as 'exactly one') corrupts the entire diagram and every inference drawn from it.
What is the standard recommended time budget per game on the LSAT-style Analytical Reasoning section?
About 8 minutes and 45 seconds per game (35 minutes divided among 4 games), so roughly 8 to 9 minutes each, including setup, deductions, and all questions.
Define a 'sufficient condition' in conditional logic.
A sufficient condition is one whose occurrence guarantees the result; if the sufficient condition is met, the necessary condition must follow (it appears on the left side of an arrow: Sufficient -> Necessary).
Define a 'necessary condition' in conditional logic.
A necessary condition is one that must be true for the sufficient condition to hold; it is required but does not by itself guarantee the sufficient condition (it appears on the right side: Sufficient -> Necessary).
How do you form the contrapositive of the statement 'If A then B' (A -> B)?
Negate both terms and reverse them: 'If not B then not A' (~B -> ~A). The contrapositive is logically equivalent to the original statement.
Why are the converse and inverse of a conditional NOT logically valid inferences?
The converse (B -> A) and inverse (~A -> ~B) reverse or negate only one part of the relationship without doing both, so they do not preserve truth; only the contrapositive (negate AND reverse) is equivalent.
How do you translate the construction 'A unless B' into a conditional statement?
Treat 'unless' (also 'until,' 'without,' 'except') as 'if not': the term after 'unless' becomes the negated sufficient condition. 'A unless B' becomes ~B -> A (equivalently ~A -> B).
Using the Unless Equation, how do you diagram 'Maria attends unless it rains'?
Negate the 'unless' clause (rain) and make it sufficient: 'If it does NOT rain, Maria attends' (~Rain -> Maria). Equivalently, if Maria does not attend, it rained (~Maria -> Rain).
What does a biconditional ('A if and only if B') mean, and how is it diagrammed?
It means both A -> B and B -> A hold simultaneously: A and B always have the same status. Diagram as A <-> B; either both occur together or both are absent together.
In a conditional chain like A -> B -> C, what valid inference can you draw, and what is its contrapositive?
You can link to get A -> C (transitivity). Its contrapositive is ~C -> ~A; the full reversed chain is ~C -> ~B -> ~A.
What is the proper way to link two rules into a conditional chain?
Connect them only where the necessary condition of one rule is identical to the sufficient condition of another (the matching variable in the same form/polarity), then chain through that shared term.
What defines a Linear (basic ordering) sequencing game?
Variables are placed into a fixed number of ordered, distinct positions (e.g., 1st through 7th) with each position typically holding exactly one variable; the base is the ordered slots.
What is a 'block' rule and how is it diagrammed?
A block requires two (or more) variables to be adjacent or in a fixed relative arrangement, e.g., [AB] means A immediately before B; [A/B] vertical block means they share the same position/column in stacked games.
What is an 'anti-block' (not-block) rule and how is it shown?
An anti-block forbids two variables from being adjacent or together. Diagram as a block with a slash through it (e.g., [AB] crossed out), meaning A and B cannot occupy consecutive positions.
When should you use a tree (branching) diagram instead of a standard linear setup?
Use a tree/branching diagram for pure relative-ordering games where rules give only relative order (e.g., 'A before B,' 'C before D') without fixed numbered positions.
In a relative-ordering tree diagram, how do you read 'A is before B' and 'A is before C'?
Draw A with two branches pointing to B and C, showing A precedes both, while B and C have no fixed order relative to each other unless another rule connects them.
What characterizes a double-layer (stacked) sequencing game?
Each ordered position holds two or more attributes/rows (e.g., a person AND their assigned color per slot), so you build a grid with multiple stacked rows over the same ordered base.
What is unique about diagramming a circular (looped) arrangement game?
Positions form a closed loop with no fixed start/end, so 'adjacency' wraps around (first and last positions are neighbors). You usually fix one variable to anchor rotations and treat seats as relative.
What defines an In/Out (Selection) game?
A pool of variables is divided into two groups: selected (in) and not selected (out). Rules are mostly conditional, governing which variables can or must be in or out together.
Show the other 30 Analytical Reasoning (Logic Games) flashcards
In selection games, what does the rule 'If A is selected, B is not' (A -> ~B) tell you about the contrapositive?
Contrapositive: 'If B is selected, A is not' (B -> ~A). A and B can never both be in; at most one of them is selected.
What distinguishes a Distribution (grouping) game from a selection game?
In distribution games every variable must be placed into one of several defined groups (no 'out' pile typically), and you often track how many go into each group.
What is a Matching (assignment) game?
A game where variables are matched with one or more attributes/characteristics (e.g., each person assigned a day and a color), often allowing attributes to repeat across variables.
What is 'numerical distribution analysis' and why is it powerful?
It enumerates the possible ways variable counts split across groups/positions (e.g., 3-2-2 vs 3-3-1). Fixing the distribution often forces placements and eliminates answer choices quickly.
When a distribution can be '3-2-1' or '2-2-2', what should you do with these as a strategy?
List each fixed numerical distribution as a separate template, since each constrains how many variables each group holds and frequently triggers further deductions per scenario.
What defines a Combined Sequencing-Grouping (hybrid) game?
A game that requires both ordering variables AND sorting them into groups simultaneously (e.g., schedule events in order while also assigning each to a category), demanding a hybrid diagram.
What characterizes a Pattern/Process game?
Rules describe a repeating process or pattern (e.g., 'each day's selection depends on the prior day') rather than fixed placements, so you track rules of transformation/sequence rather than a static board.
What defines a Mapping (spatial) game?
Variables (e.g., cities, rooms) are connected by relationships like adjacency or connection without fixed order or grouping; you draw a map/network of links rather than a linear or grouped board.
How should you handle a game with unusual or open-ended rules?
Don't force a standard template; diagram exactly what each rule states, represent flexibility honestly, and rely more on local question conditions and hypotheticals to test possibilities.
What is a 'Must Be True' question asking, and how do you find the answer?
It asks which statement is true in every valid arrangement. The correct answer is forced by the rules/deductions; eliminate any choice that could be false in even one valid scenario.
What is a 'Could Be True' question asking?
It asks which statement is true in at least one valid arrangement. The correct answer is possible (consistent with the rules); the four wrong answers must be false in every arrangement.
What is a 'Must Be False' question, and what is its logical equivalent?
It asks which statement is impossible in every valid arrangement. It is equivalent to 'cannot be true'; the correct answer violates the rules in all scenarios.
What is a 'Could Be False' question equivalent to?
It asks which statement is not forced to be true, i.e., false in at least one valid arrangement. It is the logical negation of 'must be true'; four wrong answers must be true.
What is an Acceptability (List) question and the fastest way to solve it?
It asks which complete arrangement is permissible. Apply each rule one at a time across all answer choices, eliminating any choice that violates a rule; the surviving choice is correct (rule-by-rule elimination).
What does a 'Maximum/Minimum' question ask in a selection or grouping game?
It asks the greatest or least number of variables that can be in a group/selected while satisfying all rules; solve by pushing variables in/out as far as the rules permit and testing the boundary.
What is a 'Completely Determined' question asking?
It asks which condition, if added, would fix the placement of every variable (only one valid arrangement remains). Test which choice forces a single, fully resolved board.
What is a Rule Substitution (equivalent rule) question?
It asks which new rule could replace an original rule without changing the set of valid outcomes; the correct answer must have exactly the same logical effect, no more and no less restrictive.
What is the danger to avoid with Rule Substitution answers that are 'too strong' or 'too weak'?
A too-strong replacement forbids arrangements the original allowed; a too-weak one permits arrangements the original forbade. The correct rule preserves the identical set of acceptable solutions.
What is the 'templating' (hypotheticals) strategy and when is it most useful?
Creating a small number of pre-built master diagrams that capture all major scenarios (driven by a key restricted variable or numerical distribution). It is most useful when one or two rules force the board into limited configurations.
What is a productive use of prior hypotheticals you build while answering questions?
Reuse valid arrangements from earlier Acceptability or local questions as ready-made counterexamples to eliminate 'must be true/false' answers without building new diagrams.
What is the difference between a 'global' and a 'local' logic-game question?
Global questions apply only the original rules (no new condition); local questions add a temporary condition ('If A is third...') that you diagram in a fresh sub-board for that question only.
How does identifying the 'most restricted' variable or slot help your setup?
The variable or position appearing in the most rules (or with the fewest options) limits possibilities the most, so anchoring deductions or templates around it tends to unlock the whole game.
What inference can you draw from combining 'A -> B' with 'B -> ~C'?
By chaining: A -> B -> ~C, so A -> ~C. Contrapositive: C -> ~A (and C -> ~B as well via B -> ~C's contrapositive ~(~C) ... i.e., C -> ~B).
In a sequencing game, what does a 'not-law' notation under a slot represent?
A not-law records a variable that cannot occupy that specific position (e.g., '~A' under slot 1), derived from rules; collecting not-laws often pinpoints forced placements.
How do you treat a variable that does not appear in any rule (a 'random' or 'floater')?
Mark it as a free/random variable; it can fill any otherwise-open slot. It is often the key to 'could be true' answers and to maximizing flexibility, but never triggers deductions itself.
In grouping games, what does an 'either/or' selection rule like 'at least one of A, B' imply via contrapositive?
'At least one of A or B is in' means ~A -> B and ~B -> A; if one is out, the other must be in. They cannot both be out.
What is the key difference between 'exactly one,' 'at least one,' and 'at most one' constraints on a group?
'Exactly one' fixes the count at 1; 'at least one' sets a floor (1 or more); 'at most one' sets a ceiling (0 or 1). Each constrains the numerical distribution differently and must be diagrammed precisely.
Why should you draw the contrapositive of every conditional rule during setup?
Because the contrapositive is an equivalent, often more useful trigger; having both directions ready lets you fire inferences from whichever condition a question activates, preventing missed deductions.
In a circular arrangement, how do you handle a rule that 'A sits immediately to the left of B'?
Treat it as a fixed adjacency block that respects loop direction; A and B are clockwise/counterclockwise neighbors in that order, and the block can rotate around the circle as a unit.
What is the recommended order of operations when first attacking any logic game?
Read the scenario, set up the base, symbolize each rule (with contrapositives), combine rules to make deductions, note not-laws/templates, THEN go to the questions, doing Acceptability and global questions first.
LSAT—India Analytical Reasoning (Logic Games) FAQ
What is in the LSAT—India Analytical Reasoning (Logic Games) syllabus?
LSAT—India Analytical Reasoning (Logic Games) is split into 6 chapters: Foundations of Analytical Reasoning, Conditional Logic and Inferences, Sequencing (Ordering) Games, Grouping and Distribution Games, Hybrid and Advanced Games and Question Types and Solving Techniques. Together they contain 28 topics and 30 sub-topics.
How many chapters are in LSAT—India Analytical Reasoning (Logic Games)?
6 chapters, containing 28 topics and 30 sub-topics. The largest chapter is Question Types and Solving Techniques, with 6 topics.
Are there flashcards for LSAT—India Analytical Reasoning (Logic Games)?
Yes — a 50-card Analytical Reasoning (Logic Games) deck, printed in full in the flashcards section of this page and available in the Examius app with spaced repetition. The free plan covers one exam of your choice, including its flashcards; Examius Pro, a one-time purchase, unlocks every other exam and deck.