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LSAT Not-Laws: The Logic Games Deduction Technique Most Students Miss

Not-laws (or negative inferences) show you where an entity cannot go. Learn how to derive not-laws from LSAT logic game rules and why they often unlock the hardest questions faster than positive placements.

2026-06-07 · 8 min read

What a not-law is

A not-law (also called a negative inference or "not-arrow") records that a specific entity cannot occupy a specific slot. On your diagram, you write the entity's letter beneath a slot with an X or a strikethrough: "A cannot go in slot 3."

Not-laws are not rules given directly in the setup. They are deductions you derive from combining rules. The test writers do not tell you "A cannot go in slot 3" — you figure it out, and that figuring is worth several points.

Most students note positive placements (A must go here) and conditional rules (if B is in slot 2, then C is after D). Not-laws are the third pillar of a complete setup, and students who skip them routinely stall on the hardest questions.

How to derive not-laws from ordering rules

Consider a 5-slot linear game with the rule "A comes before B." This rule eliminates specific slots for each entity:

A cannot be in slot 5. (If A were in slot 5, B would have nowhere to go after it.)

B cannot be in slot 1. (If B were in slot 1, A would have nowhere to go before it.)

These are the minimal not-laws from this rule alone. Add more constraints and the not-laws compound.

Rule: "A comes before B, and B comes before C." Now:

A cannot be in slots 4 or 5.

B cannot be in slots 1 or 5.

C cannot be in slots 1 or 2.

You derive these by asking: "How many entities must come before (or after) this one?" The answer tells you how many slots are unavailable at the beginning or end of the sequence.

How to derive not-laws from grouping rules

In an in-out grouping game, a rule like "If A is selected, then B is not selected" immediately generates a not-law: if you're building the in-group, A and B cannot both be in.

A biconditional rule "A is in if and only if B is in" means A-without-B and B-without-A are both impossible. Mark both not-laws on your in-group list.

In a game where entities are placed into two teams, "A and B cannot be on the same team" eliminates A and B from sharing any slot in either team column — a not-law for each possible pairing in that dimension.

How to derive not-laws from conditional rules

Conditional rules often generate not-laws through their contrapositives. "If A is in slot 1, then C is in slot 3" means: if C is NOT in slot 3, then A is NOT in slot 1. This gives you a conditional not-law: ¬C3 → ¬A1.

When that conditional fires (and you know C is not in slot 3), you immediately write A's not-law on your diagram: A ✗ slot 1.

The habit: whenever you derive a contrapositive, ask yourself whether that contrapositive produces a not-law for any specific slot. If yes, write it immediately.

Recording not-laws on your diagram

Write not-laws below your main row of slots — a second row where each slot has an X for any entity that cannot go there.

Some students use a separate "not-law table" listing each entity and its forbidden slots. Either method works; the key is that not-laws are visible when you scan the diagram, not buried in your notes.

Not-laws are especially valuable when a question asks "which of the following could be true?" You eliminate choices immediately if they place an entity in a slot you've marked with a not-law. No case-testing required.

The payoff in practice

Games that feel unsolvable at first often crack open once you build your full not-law list. Not-laws constrain your valid arrangements more than students expect. When a slot has four entities that can't go there, only one or two remain — and the game becomes nearly determined.

The best use of not-laws is on "must be true" questions. If an entity has only one slot available after all not-laws are applied, that entity must go in that slot. You found a definite placement without an if-condition — the hardest type of deduction — just by eliminating the impossible.

Verbloom's games practice shows feedback on your diagram, not just your answers. If you missed a not-law that would have unlocked a question, you'll see it flagged.

Frequently asked questions

Are not-laws the same as 'block' rules?

No. A block rule says two entities must be adjacent or together. A not-law says a specific entity cannot occupy a specific slot. You can derive not-laws from block rules (if A–B must be adjacent, A cannot be in the last slot), but they're different concepts.

Should I derive all not-laws before starting questions?

Derive the ones that follow directly from combining the rules given. Don't try to derive every possible not-law speculatively — that wastes time. Focus on the rules that have ordering or count implications, as those produce the most useful not-laws.

What's the difference between a not-law and a contrapositive?

A contrapositive is a conditional statement (¬B → ¬A). A not-law is a definite placement restriction (A cannot be in slot 3) that applies regardless of other conditions. Contrapositives can produce not-laws when they activate, but a not-law derived from pure counting (A cannot be in slot 5 because B must follow it) is unconditional.

Can not-laws change after a question introduces a new 'if' condition?

Yes. New if-conditions can activate conditional rules, which generate new not-laws for that specific question scenario. Always re-check your diagram for additional not-laws after an if-condition is introduced.

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