LSATLSAT linear ordering gamesLSAT sequencing gamesLSAT logic games strategyLSAT analytical reasoning

LSAT Linear Ordering Games: Strategy, Diagrams, and Worked Example

Sequencing games — arranging entities in a fixed-order line — are the most common Logic Games type. Learn the diagram, the four rule families, and how to make deductions that make every question faster.

2026-06-05 · 10 min read

What linear ordering games look like

A linear ordering game gives you a fixed number of slots arranged in a sequence — first through fifth, earliest to latest, tallest to shortest — and asks you to assign one entity to each slot. The entities are usually people, objects, or events, and the rules constrain which entity can occupy which slot or how entities must be ordered relative to each other.

Example setup: 'Six runners — A, B, C, D, E, F — finish a race in order from first to sixth. No two runners tie. The following conditions apply.' Five to seven conditions follow, then five to seven questions.

Because one entity fills one slot and each slot holds exactly one entity, linear ordering games are the most constrained game type. That constraint is your friend: once you place two or three entities, several others often fall into place automatically.

The base diagram

Draw six (or however many) boxes in a row, numbered left to right. Write the entity roster above: A B C D E F. You will cross off each entity as you place it.

Leave space below the diagram for your rule list. You will reference this list constantly.

Keep the box row compact. For every question that adds a new condition, draw a fresh copy of this same row. You will draw it three to five times per game, so making it small and consistent saves thirty seconds per game.

The four rule families and how to notate them

Relative ordering: 'A finishes before B' → write A — B (with an arrow or dash showing direction). 'A finishes immediately before B' → write AB as a two-entity block.

Fixed placement: 'C finishes third' → write C directly in slot 3 on the diagram. 'D does not finish first or last' → place a 'not D' mark under slots 1 and 6.

Spacing: 'Exactly two runners finish between A and B' → A and B are separated by exactly two slots. This is one of the trickier rule types — enumerate the possible positions: if A is in slot 1, B is in slot 4; if A is in slot 2, B is in slot 5; etc.

Conditional: 'If A finishes first, B finishes last' → A₁ → B₆. Contrapositive: ¬B₆ → ¬A₁. Always write both lines.

Worked example: a four-entity miniature game

Setup: Four speakers — W, X, Y, Z — give presentations in order, first through fourth. Rules: (1) W presents before X. (2) Y presents immediately before Z. (3) X does not present fourth.

Diagram the rules: (1) W — X. (2) YZ block. (3) Not X in slot 4.

Deductions: The YZ block must fit within four slots. If Y is in slot 1, Z is in slot 2 — then W and X occupy slots 3 and 4, but X cannot be in slot 4 (rule 3), so W is in slot 4 and X is in slot 3. But rule 1 says W before X — contradiction. So Y is not in slot 1.

If Y is in slot 2, Z is in slot 3. Then W and X are in slots 1 and 4 in some order. X cannot be fourth, so X is first and W is fourth. But W must come before X — W fourth, X first is backwards. Contradiction. Y is not in slot 2.

If Y is in slot 3, Z is in slot 4. W and X are in slots 1 and 2. Rule 1: W before X, so W is first and X is second. Valid: W X Y Z.

The only valid ordering is W X Y Z. Every question can now be answered in seconds because the ordering is fully determined.

The most productive deduction moves

Look for chains: if rule 1 says A before B and rule 2 says B before C, you have A — B — C. This triple chain eliminates many possible orderings immediately.

Look for blocks: a fixed two-entity block (AB) often has only a few legal positions. Enumerate them and note which slots the block can and cannot occupy.

Look for not-laws piling up: if an entity is prohibited from slots 1, 2, and 5, it can only go in 3, 4, or 6. Combine that with a relative ordering rule and you may be able to fix its position.

Count how many entities must precede a given entity. If three entities must come before entity F, F cannot be placed in slots 1, 2, or 3.

Handling 'if this question only' conditions

Many sequencing questions add a temporary condition: 'For this question only, suppose A finishes second.' When you see this, draw a fresh diagram and apply both the permanent rules and the new condition. Never mark the temporary condition on your master diagram.

Once you have the new condition placed, look for cascading deductions: the new placement may force other entities into fixed slots, sometimes resolving the entire ordering.

Timing: how fast should a sequencing game take?

With solid setup and pre-question deductions, a sequencing game with five questions should take seven to eight minutes. Ninety seconds for setup, thirty seconds for deductions, then roughly one to one and a half minutes per question.

If a game is taking ten or more minutes, the most common cause is incomplete setup: return to the rules, look for a missed interaction, and draw a cleaner chain.

Frequently asked questions

What is the most common mistake on linear ordering games?

Missing a contrapositive of a conditional rule, then choosing an answer that relies on the mistaken direction. Write both lines — the original and the contrapositive — as a non-negotiable habit.

How do I handle games where entities can repeat (non-strict sequencing)?

Some games allow ties or repetition. The setup will tell you explicitly. If ties are allowed, treat each slot as potentially holding more than one entity and adjust the diagram accordingly.

Should I use numbers or letters as slot labels?

It does not matter — use whatever the game specifies (first, second, Monday, Tuesday, etc.) and stick with it. Consistency within a game prevents mixing up slot labels under time pressure.

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