DILR guide, sections 3–4

One method for any set

Every LR set is solved the same way: read all the rules once, draw one structure, place the certain facts, split into cases only when forced, then answer. DI sets follow the same idea with a table in place of the structure.

The five steps

  1. 1

    Read the whole setup once without solving. List the entities (people, days, teams) and their attributes.

  2. 2

    Draw one structure. Seats for arrangements, a grid for matching, a time axis for schedules, a results matrix for tournaments, a completed table for DI.

  3. 3

    Place the direct facts first (fixed positions, given numbers, “X is on Tuesday”), then the strongest relative clues (“opposite”, “immediately after”, totals).

  4. 4

    Branch into cases only when a clue allows two placements. Write each case as its own row and strike out any case that breaks a rule.

  5. 5

    Answer: questions on the main grid first, conditional questions last.

Notation that saves time

  • ✓ and ✗ in grids; ≠ for “not”; arrows for before and after.
  • Circular seating: number the seats 1 to n clockwise and fix one person at seat 1. Facing the centre, a person’s left neighbour is the next seat clockwise and the right neighbour is anticlockwise. Facing outward, reverse it.
  • Keep a checklist of the rules and tick each one as you use it. An unused rule is usually where the answer hides.

DI calculation shortcuts

  • Percentage change = difference ÷ base. Use the fraction–percent table from the QA toolkit (1/8 = 12.5%, 1/7 ≈ 14.3%).
  • Compare two ratios by cross-multiplying instead of dividing: 37/52 against 45/61 means comparing 37 × 61 with 45 × 52.
  • Round to two significant figures first; calculate exactly only when the options are close.
  • Two successive growth rates a and b combine to (1 + a)(1 + b) − 1, not a + b.

Counting tools you will need

  • Round robin with n teams: n(n − 1)/2 matches. Knockout with n teams: n − 1 matches.
  • Points: total points = (points for a win) × decisive matches + 2 × (points for a draw) × drawn matches.
  • Calls, handshakes or messages, one per pair of n people: n(n − 1)/2.
  • Three-set Venn diagram, when each pair count includes the people in all three:
Total=A+B+C−(AB+BC+CA)+ABC\text{Total} = A + B + C - (AB + BC + CA) + ABC

A painted n × n × n cube cut into unit cubes: 8 cubes with three painted faces, 12(n − 2) with two, 6(n − 2)² with one and (n − 2)³ with none.

Set types CAT uses, and how to handle each

CAT DILR sets fall into about a dozen families. Learn to name the family within a minute, because the family tells you what to draw and which shortcut applies.

Set typeLooks likeDraw thisKey moveSkip on first pass ifWorked in
Arrangements (linear, circular, ranking)Seats, queues, floors, finishing ordersNumbered slots; fix one person in a circlePlace fixed and “opposite” or “immediately next” clues before “not next to” clues8+ people and mostly negative cluesArrangement & distribution
Matching (who–what–where)People × city × jobA ✓/✗ gridEliminate; a row or column with one blank left is solved5+ attributes per personMatching & truth-tellers
Numeric distributionItems shared out, with totalsA table with row and column totalsStart with the most constrained row; use “at least one” limitsSeveral unknowns per row and no totalsArrangement & distribution
Scheduling and movementDays, slots, durations, trains between stationsA time axis or a day × slot gridTurn durations into one equation; anchor fixed timesOverlapping durations with many conditionsScheduling & tournament
Tournaments and gamesRound robin, knockout, points tablesA results matrix plus a points tableUse the total-points equation; find who must have won or lostMany teams, partial results, only max/min questionsScheduling & tournament
Scores, ratings and indicesJudges’ marks, ratings, weighted indicesA table of sorted scoresApply the rule (drop high/low, weights), then push unknowns to extremesThe rule changes from round to roundRoutes & scores
Sets and VennSurveys, overlapping groupsA 2- or 3-circle Venn with every region labelledFill from the centre outward; use extra memberships for max/minFour or more overlapping setsDI table & Venn
Routes and networksRoads, flows, calls, messagesNodes and edgesList paths by their first step; inflow = outflow at each nodeLarge one-way networksRoutes & scores
Data interpretationTables, bar, line, pie or scatter chartsThe completed tableFill cells with one unknown first; approximateHeavy calculation with close optionsDI charts
Binary logicTruth-tellers and liars, yes/no answersA case table (T or L per person)Assume one case and look for a contradiction5+ people with nested statementsMatching & truth-tellers
Process and rule-basedMachines, games with moves, elimination roundsA step-by-step tableSimulate step by step; look for a repeating cycleRules you cannot summarise in one lineProcess & cubes
Cubes and spatialPainted cubes, dice, netsThe counting formulasCount by face typeAnything needing real 3-D visualisationProcess & cubes

Max/min questions run across every type. “What is the maximum possible…” means: build the extreme case by pushing everything else to its limit, then check that the case breaks no rule.