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Cash In: Tackling the Questions
We’re finally at the point of answering those darned questions! Whew! The
purpose of all the preliminary analysis in Steps 1 through 3 is, of course, to cash
in—to rack up points by answering the questions accurately and efficiently. The
better you handle the rules, and the more Game Breakers you discover, the easier the
questions will be. But first we have a few things to cover regarding the basics of
dealing with Logic Games questions.
New Info
You’ll find that many questions provide new information,
which you are expected to add to what you already know about the game. Most
often, these questions begin with the word if. Here are some
examples based on the games discussed above:
If Maggie does not select history or literature, then . . . If Nora participates in the seminar on venture capital, then . . . If Gillian is not in the same grade as Holly, then . . . If the lecture on artwork P is sixth, then . . . New information provided in a question stem applies to that
question only. Do not carry it over to other questions. Only the
rules and any Game Breakers you derive from those rules apply throughout the
entire game. When you see a question that includes new info, make a copy of your
sketch for use in that one question only. You don’t want to mark up your
blueprint with info that only applies to one question. It only takes a few
seconds to recopy your sketch. Put the new information into your new copy and
see where it takes you.
No Info
Some questions do not contain new information. Questions that ask what
must, could, or cannot be true, without providing the kind of information in the
examples above, test your basic understanding of the scenario and the rules. If
you’ve discovered Game Breakers or plotted out a Restricted Possibility
scenario, you should be able to knock off these questions quickly because you’ve
already done the work!
The Suitability Question
Nearly all logic games contain a question that asks you to pick out the
one acceptable ordering or arrangement of characters from among the five
choices. In these, only one of the choices will satisfy every rule and thus form
a suitable scenario. The fastest way to approach such “Suitability” questions is
to work backward from the rules. That is, begin with the first rule and test
that against all the choices, crossing off the ones that don’t conform. When
you’ve finished checking all the rules, only one choice will be left standing.
Try out the method above to answer the following question.
Art Lecture: Ordering
Take the rules one at a time, scanning the choices for orderings that
do not conform. Here’s what you should have found:
Choice E violates Rule 1 by placing R third.
Choice B violates Rule 2 by placing T fifth.
Choice C violates Rule 3 by placing S before V.
Choice A violates Rule 4 by splitting up P and W.
D remains and is therefore the correct answer to this
common Suitability question.
There is no need to double-check the right
answer. If you’ve applied the rules properly to eliminate the other four
choices, the one that remains must contain a suitable ordering.
Developing confidence in your work will help you save time. You’ll be
surprised how a few seconds gained here and there really add
up.
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