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LSAT Analytical Reasoning Syllabus
The Analytical Reasoning syllabus for LSAT in full: 3 chapters and 10 topics, every one listed below, plus 50 Analytical Reasoning flashcards with answers.
Analytical Reasoning syllabus: all 3 chapters
Expand any chapter to see its topics and sub-topics.
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Understanding Logic Games
3 topics- Types of Logic Games
- Game Setup and Diagrams
- Rules and Constraints
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Game Types
4 topics- Sequencing Games
- Grouping Games
- Matching Games
- Hybrid Games
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Strategies for Solving Logic Games
3 topics- Diagramming Techniques
- Inference Making
- Question Prioritization
LSAT Analytical Reasoning flashcards — 50 questions with answers
In LSAT Analytical Reasoning, what is a "logic game"?
A self-contained puzzle consisting of a scenario (setup), a fixed set of variables, a list of rules (constraints), and a series of questions that test your ability to draw valid deductions about how the variables can be arranged.
What are the four main categories of LSAT logic games?
Sequencing (ordering), Grouping (in/out or distribution), Matching (assigning attributes to entities), and Hybrid (a combination of two or more basic types).
What distinguishes a Sequencing game from a Grouping game?
Sequencing games arrange variables in a relative or fixed order (positions matter), while Grouping games sort variables into groups or categories (membership matters, not order).
What is the difference between a "balanced" and an "unbalanced" game?
In a balanced game the number of variables equals the number of available slots; in an unbalanced game they differ (overloaded = more variables than slots; underloaded = fewer variables than slots).
What is the recommended first step when setting up any logic game?
Read the scenario carefully to identify the game type, list the variables (usually by first letter), and draw a base diagram representing the slots or groups before reading the rules.
What is a "master sketch" or main diagram in a logic game?
The primary visual representation of the game's base (slots, groups, or a grid) onto which the rules and inferences are recorded, serving as the reference for answering questions.
Why should you symbolize rules rather than reread them in prose?
Symbolic notation is faster to scan, makes combining rules to find inferences easier, and reduces misreading; it converts the constraints into a visual form you can apply directly to the diagram.
How do you diagram the sequencing rule "A is before B"?
As $A \to B$ (or A ... B), meaning A occupies an earlier position than B, without specifying how many spaces apart they are.
How do you diagram "A is immediately before B" in a sequencing game?
As a block: $\boxed{AB}$, indicating A and B are adjacent with A directly preceding B and no variable between them.
What does the notation $A \to B$ mean as a conditional (grouping) rule, and what is its contrapositive?
It means "if A is selected then B is selected." The contrapositive is $\lnot B \to \lnot A$: if B is not selected, then A is not selected.
How do you form the contrapositive of a conditional statement?
Negate both terms and reverse their order: $A \to B$ becomes $\lnot B \to \lnot A$. The contrapositive is logically equivalent to the original.
How is a biconditional rule such as "A is selected if and only if B is selected" diagrammed?
As $A \leftrightarrow B$, meaning A and B are always together: both in or both out ($A \to B$ and $B \to A$, plus $\lnot A \to \lnot B$ and $\lnot B \to \lnot A$).
How do you diagram the rule "either A or B, but not both" (exclusive or)?
As $A \leftrightarrow \lnot B$ (equivalently $\lnot A \leftrightarrow B$): exactly one of the two is selected, so they can never be in or out together.
What is a "not-law" (or not-rule) in a sequencing diagram?
A notation placed under a slot indicating a variable that cannot occupy that position, derived from the rules (e.g., if A is always after B, then A cannot be first).
If the rule is $A \to B$ (A earlier than B) in an ordered line, what not-laws follow for the endpoints?
A can never be last and B can never be first, so mark a not-law for A under the last slot and for B under the first slot.
In a grouping game, what does a "conditional chain" allow you to infer?
You can link conditionals transitively: from $A \to B$ and $B \to C$ you infer $A \to C$, and the contrapositive $\lnot C \to \lnot A$.
What common error occurs when combining $A \to B$ with another rule about B?
Illicitly reversing or negating: $A \to B$ does NOT yield $B \to A$ (converse) or $\lnot A \to \lnot B$ (inverse); only the contrapositive $\lnot B \to \lnot A$ is valid.
What is a "defined" grouping game versus an "undefined" one?
In a defined game the exact number of variables in each group is fixed; in an undefined game the group sizes are not fixed (e.g., "select at least one"), so numerical distribution must be tracked.
What is a numerical distribution in a grouping game?
An enumeration of the possible ways variables can be split across groups by count (e.g., a 6-into-2-groups game might allow distributions of 4-2, 3-3, or 2-4), which constrains and speeds up deductions.
In Matching games, what is being determined?
Which attributes or characteristics (e.g., colors, days, prices) are assigned to each entity; entities may receive one or several attributes, and attributes may repeat across entities.
Show the other 30 Analytical Reasoning flashcards
What diagram structure works best for a Matching game?
A grid or table with entities as columns (or rows) and attribute categories as rows (or columns), filling in matches and marking impossibilities with an X.
How does a Hybrid game combine game types, and how should you set it up?
It merges two mechanics (e.g., sequencing plus grouping) into one puzzle; build a base that handles both dimensions at once, such as an ordered set of slots each also assigned to a group or attribute.
What is the key advantage of finding inferences before attacking the questions?
Inferences that follow from combining the rules are true in every scenario, so pre-solving them once saves repeated work and makes most questions answerable quickly.
What are the two variables to look for when hunting inferences?
"Restricted" variables (those appearing in many rules) and "restricted" spaces/slots (those with few possible occupants), because concentration of constraints produces forced conclusions.
What is a "block" (or bloc) in logic-game notation?
Two or more variables joined together that must stay adjacent or in a fixed relationship, treated as a single unit when placing them in the diagram.
How do you handle an "either/or" placement rule such as "A is in slot 1 or slot 5"?
Note both options (often as a branching "dual option" or by writing A/ under both slots), then test each branch when a question or another rule forces one.
What is a "dual option" in a sequencing diagram?
A notation like $\frac{A}{B}$ placed in a slot showing that exactly one of two variables occupies that space, with the other occupying its paired slot.
When the rules produce very few valid overall arrangements, what technique is efficient?
Enumerating all possible "templates" (limited scenarios / worlds): drawing out each complete or near-complete arrangement so questions reduce to matching against a small list.
What triggers using the "limited options" (templates) approach?
A powerful rule that splits the game into two or three fundamentally different scenarios—such as a large block that fits only in a couple of places, or a variable restricted to two positions.
In question strategy, which question type should generally be answered first?
The "acceptability" (or "complete and accurate list") question, because you can apply each rule one at a time to eliminate answer choices without drawing a full diagram.
What is the efficient technique for an acceptability question?
Take one rule at a time and scan all five answer choices, eliminating any choice that violates it; the choice surviving every rule is correct.
What is a "must be true" question really asking, and how do you falsify wrong answers?
It asks for a statement true in every valid arrangement; you can eliminate a choice by finding a single valid arrangement in which that choice is false.
What is a "could be true" question asking?
It asks for a statement that is true in at least one valid arrangement; the correct answer is possible under the rules, while wrong answers are impossible (must be false).
What is the logical relationship between "must be true" and "cannot be true"?
They are negations of degree: "must be true" means true in all valid arrangements; "cannot be true" (must be false) means true in none. The complement of "cannot be true" is "could be true."
How should you approach a "local" (conditional) question that adds a new supposition like "If A is third..."?
Draw a fresh mini-diagram incorporating that new condition, cascade its consequences through the rules, then read the answer off the resulting arrangement.
Why should you not carry deductions from one local question into another?
Each local question's added condition ("if...") applies only to that question; carrying its hypothetical placements forward would import assumptions that need not hold in other questions.
What is a "rule substitution" question and how is it approached?
It asks which new rule would have the same effect as an original rule; the correct choice must produce exactly the same set of valid arrangements—no more permissive and no more restrictive.
What does a "maximum"/"minimum" question in a grouping game require?
Determining the greatest or least number of variables that can be selected (or placed in a group) consistent with all rules, usually by testing the numerical distributions.
How do you diagram "A and B cannot be together" in a grouping game?
As $A \to \lnot B$ (equivalently $B \to \lnot A$): if one is selected the other is out, so at most one of them appears.
How do you diagram "if A is out, then B is in" and what does it imply about A and B together?
As $\lnot A \to B$, contrapositive $\lnot B \to A$; it means at least one of A or B must be selected (they cannot both be out).
What is the difference between the rules "at least one of A/B" and "at most one of A/B"?
"At least one" ($\lnot A \to B$) forbids both being out; "at most one" ($A \to \lnot B$) forbids both being in. Together they would force exactly one (exclusive or).
In a sequencing game with the rule "exactly two variables are between A and B," how do you notate it?
As a spaced block $A\,\_\,\_\,B$ (or reversible $B\,\_\,\_\,A$ if order is unspecified), meaning A and B occupy positions three apart.
What is a "floater" (or random) variable, and why identify it?
A variable that appears in no rules; it can go almost anywhere, so identifying it helps you know which variable is flexible and often useful for creating counterexamples in "could be true" reasoning.
How do you diagram a "relative" ordering rule chain like "A before B, B before C, A before D"?
As a tree/branch structure: $A \to B \to C$ with a branch $A \to D$, showing A precedes all of B, C, and D while B, C, D's order among themselves may be partly open.
From the chain "A before B before C," what fixed facts can you extract?
A cannot be last and C cannot be first; A is before C (transitivity); and at least two variables must come after A and at least two before C, generating multiple not-laws.
What is the purpose of testing the answer choices in a "could be true EXCEPT" question?
Four choices are possible (could be true) and one is impossible (must be false); you seek the choice that cannot occur in any valid arrangement, which is the correct answer.
How do overloaded grouping games (more candidates than slots) generate inferences?
Because some variables must be excluded, "in" rules and mutual-exclusion rules force certain candidates out; tracking the fixed number selected pins down which must be in or out.
What is the recommended overall time strategy for the four games in an Analytical Reasoning section?
Roughly 8–9 minutes per game across a 35-minute, four-game section; invest extra time up front on inferences to make the questions faster, and consider game difficulty to choose an order.
Why is choosing the order in which to attempt the games a useful strategy?
Games vary in difficulty; doing easier, more concrete games first secures points and builds momentum, leaving harder or more abstract games for last so time pressure costs fewer points.
What single habit most improves accuracy across all logic game types?
Making and recording all available inferences on the master diagram before the questions, so that most questions are answered by reading the diagram rather than re-deriving deductions each time.
LSAT Analytical Reasoning FAQ
What is in the LSAT Analytical Reasoning syllabus?
LSAT Analytical Reasoning is split into 3 chapters: Understanding Logic Games, Game Types and Strategies for Solving Logic Games. Together they contain 10 topics.
How many chapters are in LSAT Analytical Reasoning?
3 chapters, containing 10 topics. The largest chapter is Game Types, with 4 topics.
Are there flashcards for LSAT Analytical Reasoning?
Yes — a 50-card Analytical Reasoning 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.