These diagrams show the rules used to determine the assignments of the clerks (J, K, L, M, O) to the nine aisles.
Refer to these diagrams when solving this game. Copy them on your own page, and on each question make a new version of them in order to follow along with my explanations. You’ll learn much more if you draw along.
The setup section explains how to build this diagram.
Main Diagram
Bringing everything together, we get the following:
Before Moving On To The Questions
It’s always a good idea to review your rules, and commit any to memory that aren’t clearly captured in the diagram.
- Olga only goes once.
- O has to go before one of the Ls.
Also try to see which variables are the most restrictive. We can see that the block of MKM-O-L is five variables long. That’s hard to fit in. Visualize where this block can go (though don’t waste time drawing every single place it could go.)
Know the rules. Success on this game depends on being able to make scenarios quickly and accurately.
Lastly, you should always look for random or flexible variables. L and J are the most flexible variables. They’re the only two with a “spare” placement. Manny and Kurt are tied up together, and Olga can only go once.
Fast sketches are very important for this game. Practice making sketches quickly and accurately (even if the lines aren’t straight and you’ll move confidently through the game section. I’ve drawn neat little computer diagrams, but I normally solve logic games with drawings that look like they were drawn by a kindergartner.
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