Non-fiction: The Game of Logic
Overview
Lewis Carroll's The Game of Logic (1886) presents elementary logic as a playful but rigorous pastime. Combining clear prose, worked examples, and a physical teaching aid, the book aims to make the basic forms of inference, especially class relations and syllogisms, intuitive rather than merely formal. Carroll, the pen name of mathematician Charles L. Dodgson, frames logic as an activity that can be taught by moving counters and shading regions, turning abstract propositions into visible positions on a board.
The style blends Victorian pedagogy with the author's characteristic wit. Concrete problems and short puzzles lead the reader through increasingly subtle points about categorical propositions, conversion, negation, and logical consequence. Although aimed at beginners, the book also rewards careful attention: the "game" format reveals hidden assumptions and common fallacies in ordinary reasoning.
Method and Game Mechanics
The central device is a simple diagrammatic board and a set of counters or markers that represent the presence or absence of members of categories. Regions of the board correspond to combinations of properties, and playing moves correspond to asserting, denying, or deducing relationships among those properties. A small set of rules governs how counters are placed, removed, or shaded to record what is known and what must follow.
Carroll uses these physical manipulations to make abstract logical operations tangible. Statements such as "All A are B" or "Some A are not B" are represented by filling or emptying particular regions; syllogistic moves amount to mechanically deriving the necessary configuration of counters. The apparatus is deliberately simple so that the focus remains on the logic of relations rather than on symbolic notation.
Types of Problems and Logical Techniques
Problems range from direct class-inclusion puzzles to compound questions that require multiple steps of reduction. Carroll shows how to test the validity of syllogisms, how to convert propositions, how to handle negation and contraposition, and how to spot contradictions. Short "games" encourage the reader to achieve a target configuration from given premises, and failure to reach that target illustrates invalidity or unsupported conclusions.
Beyond routine syllogisms, Carroll explores methods of simplification and reduction that mirror algebraic manipulation in mathematics: complex statements are broken into elementary parts that the board can handle. The emphasis on procedure, apply the rules, observe the board, draw the conclusion, gives learners a checklist for conducting proofs by inspection rather than by memorizing patterns.
Pedagogy and Tone
The approach is deliberately didactic but engaging. Carroll avoids heavy abstraction and instead guides the reader through sequences of small, solvable challenges. Explanations are concise and often humorous, using everyday language to connect formal notions with intuitive understanding. The cardboard game itself functions as a pedagogical scaffold: novices can reason correctly by following the mechanics, and over time internalize the underlying logical principles.
This practical orientation reflects a belief that logic should be accessible, not mystifying. The text balances rigor with accessibility, expecting readers to think but providing concrete tools to make disciplined thinking attainable.
Influence and Legacy
The Game of Logic had a perceptible effect on how logic could be taught visually and interactively. Its method of representing classes and relations influenced later diagrammatic systems and classroom exercises that use boxes, shading, and markers to teach set relations and syllogistic inference. The book sits at an intersection of Victorian educational reform, recreational mathematics, and the emergence of modern diagrammatic logic.
Today the work is appreciated both as a historical curiosity by readers familiar with Carroll's literary output and as a pedagogical model for introducing logical form through manipulation and visualization. Its core insight, that logical relations become clearer when turned into tangible configurations, continues to inform visual and interactive approaches to teaching reasoning.
Lewis Carroll's The Game of Logic (1886) presents elementary logic as a playful but rigorous pastime. Combining clear prose, worked examples, and a physical teaching aid, the book aims to make the basic forms of inference, especially class relations and syllogisms, intuitive rather than merely formal. Carroll, the pen name of mathematician Charles L. Dodgson, frames logic as an activity that can be taught by moving counters and shading regions, turning abstract propositions into visible positions on a board.
The style blends Victorian pedagogy with the author's characteristic wit. Concrete problems and short puzzles lead the reader through increasingly subtle points about categorical propositions, conversion, negation, and logical consequence. Although aimed at beginners, the book also rewards careful attention: the "game" format reveals hidden assumptions and common fallacies in ordinary reasoning.
Method and Game Mechanics
The central device is a simple diagrammatic board and a set of counters or markers that represent the presence or absence of members of categories. Regions of the board correspond to combinations of properties, and playing moves correspond to asserting, denying, or deducing relationships among those properties. A small set of rules governs how counters are placed, removed, or shaded to record what is known and what must follow.
Carroll uses these physical manipulations to make abstract logical operations tangible. Statements such as "All A are B" or "Some A are not B" are represented by filling or emptying particular regions; syllogistic moves amount to mechanically deriving the necessary configuration of counters. The apparatus is deliberately simple so that the focus remains on the logic of relations rather than on symbolic notation.
Types of Problems and Logical Techniques
Problems range from direct class-inclusion puzzles to compound questions that require multiple steps of reduction. Carroll shows how to test the validity of syllogisms, how to convert propositions, how to handle negation and contraposition, and how to spot contradictions. Short "games" encourage the reader to achieve a target configuration from given premises, and failure to reach that target illustrates invalidity or unsupported conclusions.
Beyond routine syllogisms, Carroll explores methods of simplification and reduction that mirror algebraic manipulation in mathematics: complex statements are broken into elementary parts that the board can handle. The emphasis on procedure, apply the rules, observe the board, draw the conclusion, gives learners a checklist for conducting proofs by inspection rather than by memorizing patterns.
Pedagogy and Tone
The approach is deliberately didactic but engaging. Carroll avoids heavy abstraction and instead guides the reader through sequences of small, solvable challenges. Explanations are concise and often humorous, using everyday language to connect formal notions with intuitive understanding. The cardboard game itself functions as a pedagogical scaffold: novices can reason correctly by following the mechanics, and over time internalize the underlying logical principles.
This practical orientation reflects a belief that logic should be accessible, not mystifying. The text balances rigor with accessibility, expecting readers to think but providing concrete tools to make disciplined thinking attainable.
Influence and Legacy
The Game of Logic had a perceptible effect on how logic could be taught visually and interactively. Its method of representing classes and relations influenced later diagrammatic systems and classroom exercises that use boxes, shading, and markers to teach set relations and syllogistic inference. The book sits at an intersection of Victorian educational reform, recreational mathematics, and the emergence of modern diagrammatic logic.
Today the work is appreciated both as a historical curiosity by readers familiar with Carroll's literary output and as a pedagogical model for introducing logical form through manipulation and visualization. Its core insight, that logical relations become clearer when turned into tangible configurations, continues to inform visual and interactive approaches to teaching reasoning.
The Game of Logic
A primer on elementary logic presented through diagrams and a cardboard game designed to teach propositional reasoning and syllogistic relations in a playful, accessible form.
- Publication Year: 1886
- Type: Non-fiction
- Genre: Educational, Logic
- Language: en
- View all works by Lewis Carroll on Amazon
Author: Lewis Carroll

More about Lewis Carroll
- Occup.: Author
- From: England
- Other works:
- Hiawatha's Photographing (1857 Poetry)
- A Book of Nonsense (1862 Poetry)
- Alice's Adventures in Wonderland (1865 Novel)
- Phantasmagoria and Other Poems (1869 Poetry)
- Through the Looking-Glass, and What Alice Found There (1871 Novel)
- The Hunting of the Snark: An Agony in Eight Fits (1876 Poetry)
- A Tangled Tale (1885 Collection)
- Sylvie and Bruno (1889 Novel)
- The Nursery "Alice" (1890 Children's book)
- Sylvie and Bruno Concluded (1893 Novel)
- What the Tortoise Said to Achilles (1895 Essay)
- Symbolic Logic, Part I (1896 Non-fiction)
- Symbolic Logic, Part II (1897 Non-fiction)