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LSAT—India Analytical Reasoning (Logic Games) Flashcards

50 question-and-answer cards covering Analytical Reasoning (Logic Games) as it is examined in LSAT—India. 24 of them are printed below, taken from across the deck — no signup, no paywall on the preview.

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24 sample cards from the Analytical Reasoning (Logic Games) deck

Sampled from the end of the deck, so these are different cards from the ones shown on the syllabus page.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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).

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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).

  18. 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.

  19. 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.

  20. 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.

  21. 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.

  22. 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.

  23. 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.

  24. 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.

What this deck covers

The Analytical Reasoning (Logic Games) deck follows the LSAT—India Analytical Reasoning (Logic Games) syllabus — 6 chapters and 28 topics — so questions land on material that is genuinely examinable rather than trivia around it. That works out to roughly 8.3 cards per chapter.

Answers are written to be recallable, not just readable — averaging about 186 characters, which is long enough to carry the reasoning and short enough to say out loud.

A deck like this earns its keep on the second and third pass. Read the syllabus first so you know the shape of the subject, then use the cards to find the specific facts that have not stuck.

Analytical Reasoning (Logic Games) flashcards FAQ

How many Analytical Reasoning (Logic Games) flashcards are in this LSAT—India deck?

50 cards. This page previews 24 of them, sampled evenly across the deck so you can judge the difficulty before installing anything.

Are these LSAT—India flashcards free?

Yes. The preview here is free to read with no signup, and the full 50-card deck is free inside the Examius app.

What do the Analytical Reasoning (Logic Games) cards cover?

They follow the LSAT—India Analytical Reasoning (Logic Games) syllabus — 6 chapters and 28 topics — so the questions track what is actually examinable.

How should I use these flashcards?

Read the syllabus first so you know the shape of the subject, then drill the deck. Examius schedules each card with spaced repetition, so cards you keep missing come back sooner and ones you know drift further apart.