Category Archives: Miscellaneous

15 Years Ago Today, The Internet Rocket Begins to Run Out of Fuel

15 Years Ago today, the Dow Jones Industrial Average closes above the 10,000 mark for the first time during the height of the Internet boom. It was the beginning of the end, which started a year later after the NASDAQ peaked at an all-time high of 4,048.62 on March 10, 2000. It was all downhill in the dot-com bust from that point on. But what can you expect from a frenzy that results in an online property spending $188 Million in a mere six months in an attempt to create a global online fashion store?

The lesson here is that if something looks too good to be true, it’s probably too good to last. If a supplier is significantly undercutting the market in their bid to win your business, it’s a desperation move and cutting prices to levels that are barely at, or below, cost is not going to improve the supplier’s financial viability. If your newly launched product is commanding a considerably larger share of the market than you expected, the market was probably a blue ocean and your lead will only last until a rival launches a similar product with new features and more marketing dollars behind it. If everything has been going smooth in your supply chain for the last year, given the current rate of supply chain disruptions and the ever increasing frequency of black swan attacks, your luck is probably about to run out. So be prepared for the unexpected. It’s bound to happen eventually, and likely sooner than you think!

The (Board) Gamer’s Guide to Supply Management Part III: Star Trek Catan


Space, the final frontier. These are the voyages of the interstellar supply fleet. Their interstellar mission: to find new sources of raw materials, to build new outposts and new star-bases, to build new supply routes where no supply routes existed before!

So, it’s been a while and you’ve progressed to the point where you’re now Master of Catan. Always the first to build outposts, transform them into cities, build new supply routes connecting them, and amass the largest armies to protect those supply routes, you think you’re a master of supply as you deftly conquer the ports to secure the trade advantage, always outsmart the pirate, and never allow your rivals to secure a longer route. Maybe you are the Master of the lonely isle of Catan, but are you ready to supply the final frontier?

In Star Trek Catan, you’re settling the final frontier – space. You are a merchant selected by the Federation to build supply outposts to supply the different federation members. Instead of building roads, you are building starships; instead of building settlements, you are building outposts; and instead of building up those settlements into cities, you are building those outposts up into star-bases. Just like roads, settlements, and cities required resources that could only be collected from regions that neighboured your existing settlements and cities, starships, outposts, and star-bases require resources that can only be collected from nearby planets. (Wood and brick are replaced by dilithium and tritanium, and sheep, wheat, and ore are replaced by food, water, and oxygen.) You still have development cards, but instead of soldiers that build your army, there are star-fleet interventions that augment your security, and the progress and “victory point” cards have been appropriately updated as well. But the biggest difference is the introduction of support cards. In regular Catan, all you could do was build, trade, or play a development card. In Star Trek Catan, you always have one support card which gives you a unique advantage and the choice of when to play it (which is important as any given support card can only be used twice).

The support cards, which are, of course, modelled after original Star Trek characters, give you special abilities on your turn or in certain circumstances. Eight of the abilities can only be activated on your turn:

  • Uhura:Forced Trade You have the upper hand and can force up to two players to give you a resource type you desire in exchange for a resource type you do not.
  • Scott:Starship Building Miracle When building a starship, you may replace 1 dilithium or 1 tritanium with any resource of your choice.
  • Sulu:New Heading You may move any starship on the board at the end of one of your supply routes to the end of another one of your supply routes.
  • McCoy:Development Specialist When buying a development card, one resource of your choice can be replaced with another resource of your choice.
  • Chekov:Klingon Decoy Move the Klingons to the asteroid field and take 1 resource of the type produced by the planet the Klingons left.
  • Rand:Free Trading Outpost Receive one resource of your choice and perform one or more border trades with that resource type at the 2:1 trading outpost for that resource type.
  • Chapel:Liberate a Resource On your turn, after the production roll, take one resource of your choice from a rival with more victory points than you.
  • Sarek:Swords to Plowshares You may discard one Starfleet Intervenes card to build an outpost for the same cost as a starship.

The final two abilities are activated on production rolls:

  • Spock:Resource Compensation On any non-“7” production roll where you receive no resources, you still get to take one resource of your choice.
  • Kirk:Protection from Klingons When a “7” is rolled, if you have more than 7 resources, you may use this ability to prevent resource loss or, if you have 7 or less resources, to take a resource of your choice.

These abilities, which encapsulate some of the different skills deft supply managers may possess, can completely change the game dynamics. Think you’ve done a good job acquiring a monopoly on water or air? Think again. An opponent with the Spock or Uhura support card can still acquire those resources from you or the main supply. Or use Scott or McCoy to substitute another resource for that resource. And it changes the dynamic for you too! Once you’ve deftly placed those star-bases and are acquiring resources faster than you can build, if you can secure it, you can use Kirk’s special ability to keep those Klingons away and achieve victory even faster.

And if you play your cards right, you’ll always score two (of the needed 10) victory points for the Longest Supply Route.

Could there be a better game for a budding Supply Manager to cut his teeth on as he takes up the art of strategic board-gaming to refine his supply mastery skills? the doctor, who believes we should all be preparing for Extra-Planetary Supply Management, thinks not!

 

The original Board Gamer’s Guide series:
Part    I: Ticket to Ride
Part   II: The Settlers of Catan
Part  III: Munchkin
Part  IV: Castle Panic
Part   V: Small World
Part  VI: Zombie Dice, Tsuro, and Get Bit!

… and the new Board Gamer’s Guide series:
Part  VII: Upon a Salty Ocean
Part VIII: Agricola
Part    IX: Small World Part 2
Part     X: All Creatures Big and Small
Part    XI: Agricola Part II-A
Part   XII: Agricola Part II-B

The (Board) Gamer’s Guide to Supply Management Part : Agricola, Part II-B

Even after reading last week’s post, you still think you’ve mastered the basic game of Agricola, and that you can now manage the basics of an industrial farm at the back-end of your agricultural supply chain. With limited resources, you believe that you can deftly balance growing food with feeding your family (investing in crops versus paying your workers), expanding your farm and/or family versus maximizing the return from what you have (and trading off short-term gains today for long-term gains tomorrow), improving your infrastructure (by upgrading your buildings and making them more resistant to the elements and lowering their annual maintenance costs with some up-front investment) versus focussing on your fields (plowing and sowing your fields) versus raising and breeding animals (and the supply and demand dynamics of the meat-eating versus vegetarian marketplaces), growing grain versus vegetables (and the internal dynamics of the basic commodities market), and raising sheep versus pigs or cattle (and the various preferences of different locales, taking into account that Americans love their bacon and Hindus don’t eat their cows). You still think that because you were ending every friendly family game with a heavily utilized farmyard, a nice balance of crops and animals, a big family, and a better homestead than your peers that you have it all figured out. Think again.

Just like the real world agricultural supply chain isn’t this simple, neither is the full version of Agricola. Adding in the occupational and minor improvement cards adds a broad range of new elements to the game and greatly increases the complexity and available dynamics. Basic strategies go out the window as you try to find new and innovative ways to build a better farm than your rivals, who now have access to new skills, equipment, and innovations to acquire food, grow crops, and raise their animals. Just like every innovation in the real world pulls the rug out from under your proverbial supply chain feet, every occupation and minor improvement has the potential to completely change the balance of power, especially when these occupations are skillfully paired in a complementing manner.

There are 139 minor improvement cards, which include:

  • Loom: Your ability to weave wool into cloth, which you can sell, gives you extra food each harvest (just like farmers who can sell wool and meat versus just sheep can make extra money).
  • Canoe: You’re a more efficient fisherman, and secure extra fish (food) every time you fish as well as reed (for building).
  • Brewery: Your ability to convert grain into beer provides you with extra food during trade as everyone wants a piece of your production.
  • Spinney: You own the woodlot, so anytime another player uses the “take 3 wood” action, they must give one to you.
  • Water Mill: Your ability to covert grain to flour allows you a trading advantage and you can get 3 food for every grain.
  • Millstone: You are more efficient at milling grain into bread and can produce three times as much bread (food) in a single action.
  • Turnwrest Plow: Your bigger and better plow allows you to plow fields three times as fast as your rivals.
  • Carp Pond: You have your own private fishing pond that no one else has access to, can fish before and after your field work, and catch fish (food) every round.
  • Milking Shed: You can milke your livestock and get additional food every harvest.
  • Sawhorse: Your better-equipped work-shed maximizes your ability to build and place fences faster and with less raw-material (and you build every 3rd fence free).
  • Broom: You can clean house faster than your peers, and when you need to, you can discard all the remaining minor improvement options in your hand (that are available to you) and select seven new minor improvement options (that become available to you).
  • Cooking Hearth: While your rivals are struggling with a small fire-place, your state-of-the-art cooking hearth allows you to easily cook grain, vegetables, and livestock and produce a plethora of food with ease.
  • Fruit Tree: Your foresight to plant apple and pear trees allows you to produce extra food each round.
  • Wooden Crane: While your rivals with their pick-axes can only quarry a single stone at a time, your crane allows you to quarry two or, if you add a day-labourer at the cost of one food, three stones at a time.
  • Bookshelf: Your foresight to invest your spare change in a library allows you to not only learn new trades quickly, but excel in them (and earn 3 food every time you embark on a new occupation).

If you have the millstone or the water mill, you will want to embark on a grain-based strategy in the early game as it will guarantee your ability to feed your family (and pay your workers) later in the game. If you have the spinney and/or the sawhorse, you might want to focus more on raising animals as you can expect free wood or the ability to build fences and stables more efficiently than your peers. The turnwrest plow puts you on a more agricultural course as you can quickly plow and sow fields. The carp pond and/or the canoe makes fishing a part of your strategy because it’s cheap and easy food. The crane puts a focus on building and renovation as you can more quickly acquire stone than your rivals. And the bookshelf puts you on an occupational track as every occupation you learn feeds a family member.

And then the strategies become even more complex and dynamic when you try to balance the occupations and the skills they provide with the minor improvements and the equipment that they make available to you. For example, if you have the Turner Occupation, who builds furniture, you can trade 1 wood for food at any time, and this goes well with the spinney improvement as it pretty much guarantees you will get a lot of wood to turn into furniture which turns into food to feed your family. The spinney also goes well with the frame builder occupation, since the free wood reduces the amount of resources he needs to build clay structures even more. The organic farmer occupation and the sawhorse minor improvement go well together, since the first requires lots of pastures and the latter allows you to build fences quicker due to the reduced material requirement. The seasonal worker occupation goes well with the planter box minor improvement which, if your field is beside your hut, allows you to plant additional grain or vegetables, which the seasonal worker can easily harvest. And so on. Just like in a real supply chain, when the right skilled resource has the right tool, her productivity multiplies.

Played properly, this game emphasizes the important relationship between the three T’s — talent, technology, and transition — because advantages come when you pair talent (occupational skills) with the right technology (tools granted to you by minor improvements) to allow you to transition your basic farming operation into a strategically designed one, where the focus of your strategy will transition over the game, from insuring you can produce enough food to feed your family (and pay your workers) in the early rounds to growing your family and plowing fields and building pastures in the mid-game to doing whatever it takes to maximize your agricultural output in the later rounds so that, by the end of the game, you’ve maximized your crop production, filled your pastures, expanded your buildings, and built the biggest, most profitable, and most cost-effective farmyard.

This game definitely requires you to put on your thinking cap and get comfortable in that thinking chair, because, just like when you sit down to analyze a potential supply chain configuration, you’re going to be in it a while as you put your supply management skills to the test.

Game On!

The (Board) Gamer’s Guide to Supply Management Part : Agricola, Part II-A

So, you think you’ve mastered the basic game of Agricola, and can now manage the basics of an industrial farm at the back-end of your agricultural supply chain. With your limited resources, you can deftly balance growing food with feeding your family (investing in crops versus paying your workers), expanding your farm and/or family versus maximizing the return from what you have (and trading off short-term gains today for long-term gains tomorrow), improving your infrastructure (by upgrading your buildings and making them more resistant to the elements and lowering their annual maintenance costs with some up-front investment) versus focussing on your fields (plowing and sowing your fields) versus raising and breeding animals (and the supply and demand dynamics of the meat-eating versus vegetarian marketplace), growing grain versus vegetables (and the internal dynamics of the basic commodities market), and raising sheep versus pigs or cattle (and the various preferences of different locales, taking into account that Americans love their bacon and Hindus don’t eat their cows). You think you have it all figured out and end every game with a fully utilized farmyard, a nice balance of crops and animals, a big family, and a better homestead than your peers. Think again.

Just like the real world agricultural supply chain isn’t this simple, neither is the full version of Agricola. Adding in the occupational and minor improvement cards adds a broad range of new elements to the game and greatly increases the complexity and available dynamics. Basic strategies go out the window as you try to find new and innovative ways to build a better farm than your rivals, who now have access to new skills, equipment, and innovations to acquire food, grow crops, and raise their animals. Just like every innovation in the real world pulls the rug out from under your proverbial supply chain feet, every occupation and minor improvement has the potential to completely change the balance of power, especially when these occupations are skillfully paired in a complementing manner.

There are 66 basic occupation cards, which include:

  • Merchant: his skills in trade allow you to take an action a 2nd action for the cost of 1 food, just like skilled merchants always find a way to take advantage of the situation
  • Seasonal Worker: his services double the amount of grain or vegetables you can harvest, just like more labour in the real world speed the harvest
  • Stone Carrier: this strong man can harvest stone from the quarry twice as fast as the average labourer, just like a skilled labourer is much more effective than an unskilled one
  • Frame Builder: this skilled tradesman allows you to mix wood and clay and still build a solid structure, just like the best engineers know how to mix materials for the best construction
  • Organic Farmer: his ability to command a higher price for his crops allows you to get more for animals that get to free-range graze (in uncrowded pastures)
  • Maid: provides you with one food at the start of each round, as part of her job is to bake and cook (while you plow, sow, and harvest)
  • Plow Driver: this day labourer allows you to plow 1 (extra) field each round for the cost of 1 food
  • Chamberlain: this market manipulator allows you to take actions before your peers have the opportunity to do so, just like an inside man gets you access to new technology before your peers
  • Stablemaster: this master shepherd allows you to hold more animals in unfenced stables than you could otherwise, just like a real shepherd can keep a heard in line without having to fence it in
  • Mendicant: this master begger is immune to the effects of (up to) two begging (debt) cards

And even though these are just 10 of the 66 basic occupation cards, and there are 41 more available in a 3-player game and a total of 103 more available in a 4 or 5-player game, you can quickly see how each occupation provides you with a skill that can significantly impact your strategy.

If you have the seasonal worker advantage, you will focus on plowing and sowing fields early in the game, as you will be producing grain and vegetables twice as fast as your opponents, and will quickly lock-in your ability to produce food and extend your family. If you are the organic farmer, you will play a live-stock centric game and build lots of pastures because you won’t need many animals to rack up animal-based points. If you have the maid, you can focus more on building early on as you will need less food to progress to the later rounds. If you have the Stablemaster advantage, you will build lots of stables early as this will allow you to keep lots of animals without needing to acquire the wood required to build lots of fences. If you are the Mendicant, then you will use this to your advantage in the later rounds to avoid the need to feed two family members and take extra development actions instead. And if you are the Chamberlain, you’ll use this insider’s advantage to stay one-step ahead of your rivals who will have to double-down into their chosen strategy to try and keep up with you.

Just like specialists in the real world give you a competitive advantage and alter your supply management strategies, so do specialists in Agricola. The right ability at the right time can not only significantly alter your best strategy, but even give you a considerable edge over your rivals if they don’t have an skills of comparable worth. And the wide variety of potential skills, and combinations thereof (as your family members can partake in multiple occupations) can make it a different game every time (just like every go to market event is distinct from an informed sourcing perspective). This is what makes Agricola one of the best games out there for sharpening your supply management skills, and a great foundation for getting yourself ready for the ultimate supply management challenge. More to come!

The Best Leadership Lesson

Brought to you by one of the greatest Comedians ever. John Cleese, in his recent Life’s Work interview by Adi Ignatius (and available on HBR.org), defines a true leader.

In the book Life and How to Survive It, which I developed with Robin Skynner, we decided that the ideal leader was the one who was trying to make himself dispensable. In other words, he was helping the people around him acquire as many of his skills as possible so he could let everyone else do the work and just keep an eye on things, minimizing his job and the chaos that would come with a transfer of authority.

‘Nuff said.