Category Archives: Miscellaneous

The (Board) Gamer’s Guide to Supply Management Part X: All Creatures Big and Small

You want to prove that you’re the best at managing an industrial farm at the back-end of agricultural supply chains, but you can’t get enough of your team-mates together for a raising game of Agricola. Don’t worry! Thanks to Z-Man Games, you can have a one-on-one game of Agricola: All Creatures Big and Small and out-farm your cube-mate to your heart’s content!

Based on the original Agricola, All Creatures Big and Small was designed as a simpler alternative for only 2 people. (Even though the original could be played by 2 people, it was designed specifically for 3-5 players, and 62 of the occupation cards in the full game — which we’ll get to once you’ve had time to figure out the basic game which is more involved and complex than you think it is,just like the back-end of a real agricultural supply chain — can only be used if there are 4 players.)

The 2-player game is simpler to learn than the full game (but just as hard to master, especially if you get the expansions). The number of actions you can take in each round are fixed, whereas the number of actions in the full game depend on the number of family members you have; the focus is on raising animals, building fences and stables to hold them, and other special buildings and you don’t have to balance this with growing crops and producing food like in the full game; and there are no cards to deal with, only special buildings. It’s quick to learn, but still hard to master because, as with the full game, only one player can take an available action and if you don’t build your pens or stables in time, you can’t breed more animals — and while special buildings and farm expansions can give points, many of the points depend on the size of your flock. Plus, if you believe the game is getting too easy for you, there are two expansions: More Buildings Big and Small and Even More Buildings Big and Small that add a total of 54 more special buildings to make your game even more unpredictable, just like farming in the real world (as each building has an ability, just like each supply chain professional you could hire brings a different skill, and you can’t build them all, just like you can’t hire afford to hire too many people, so you have to find the right mix of buildings that give your farm that right mix of capabilities just like you have to hire the right mix of professionals in the real world with skills that complement each other and make the team as a whole greater than the sum of its parts).

In this 2-player version, you start the game with a farm board and a cottage that can hold one animal and 9 borders, which you can place when you select the fencing action, provided that you have enough wood to place those borders.

The game is played over 8 rounds and each round consists of 4-phases.

  1. Refill: Refill the indicated spaces on the game board with the goods printed on them. Every round, more wood and stone becomes available to be retrieved from the mill or quarry.
  2. Work: Take turns placing each of your three workers on available actions.
  3. Return Home: Your workers return home for the next round.
  4. Breed: At the end of the round, if you have at least two animals of the same type, and room for one more animal of the type, you breed one new animal of the type.

The available actions are:

  1. 1 wood: Acquire all wood in the 1-wood resource space and become the start player next round.
  2. 3 wood: Acquire all wood in the 3-wood space. (Just like in the real world, the first person to market often gets the most goods at the best price when demand exceeds supply.)
  3. 1 stone: Acquire 1 stone.
  4. 2 stone: Acquire 2 stone.
  5. Fence: Build as many borders as you can at the cost of 1 wood each. Each enclosed pasture can hold 2n animals of the same type, where n is the number of spaces that are enclosed.
  6. Wall: Build two free borders and pay 2 stone for each additional border you wish to build.
  7. Building Materials: Acquire 1 wood, 1 stone, and 1 reed.
  8. Expand: Take a farm expansion that allows you to expand your farm (which starts with 6 fields 3 more fields).
  9. Stall: Build exactly one stall for 3 stone and 1 reed. A stall can hold 3 animals of the same type.
  10. Stable: Upgrade one stall to a stable for 5 wood or 5 stone. A stable can hold 5 animals of the same type.
  11. Feeding Trough: Build one trough for free, and additional troughs for 3 wood each. A trough doubles the number of animals that can be kept in the pasture or building it is located in.
  12. Special Building 1: Pay the building costs and put up a special building. Each special building does something different. For example, the open stables gives you one free animal and bonus points at game end; the half-timbered house replaces the cottage, gives you bonus points, and holds two animals instead of one; the shelter, which can hold one animal, gives you one free animal; and the storage building stores resources and allows you to gain points from them (as they are kept in pristine condition and can be resold at the end of the game if not used).
  13. Special Building 2: Pay the building costs and put up a special building.
  14. Millpond: Harvest a reed and capture any sheep near the pond.
  15. Pigs and Sheep: Capture the pig and any sheep on the space.
  16. Cow and Pigs: Capture the cow and any pigs on the space.
  17. Horse and Sheep: Capture the horse and any sheep on the space.

Sounds simple enough, but, just like in Agricola, you’re managing an industrial farm at the back-end of an agricultural supply chain, but unlike Agricola, you’re only managing the stables. The amount of animals you can raise depends upon the number of separate pastures, stalls, and stables you have, how many troughs you have available, how many workers you have to build, how many resources you have available to put up fences and buildings, and how many special buildings you have that give your workers additional capabilities. And, as in the real world, winning isn’t just profit, it’s sustainability and depends on a number of complex factors that influence your performance over time.

Are you a better agricultural supply chain manager? Play All Creatures Big and Small and see if you can best your cube-mate, and when you think you’ve mastered it, switch back to the full game, break out the full version, and start preparing yourself for the ultimate supply management challenge (which this series is leading up to — given that the majority of the market is still, depending on the analyst firm you ask, less than halfway up the ladder, we have to first give your peers a chance to take their supply chain game up a couple of rungs).

Time Critical Transport – Is it Still Needed?

A recent article over on Inbound Logistics on Time-Critical Transport: Devising a Master Plan makes it sound like expedited or time-critical transport is still difficult or even needed regularly. The reality is that, for any Procurement and Logistics organization that is with the times and using the right technology, it’s easy and rarely needed.

Traditionally, time critical transport was needed when something went awry in the supply chain and a shipment had to be expedited to prevent a disruption or stock-out that could be disastrous to a company’s bottom line. Otherwise, unless you were talking about perishable deliveries on a non-refridgerated truck, proper planning mitigated the need for expedited shipment. This situation, of course, worsened with the introduction of JIT (Just in Time) Manufacturing and delivery in the supply chain, especially considering that not only have natural and financial disasters been on the rise since this paradigm became popular, but, as expected, so did disruptions as there were no longer weeks worth of buffer inventory to absorb a minor supply chain shock.

But if you have good visibility, proper planning, and the right tools at your disposal, whether or not you are JIT makes no difference — the odds of a disruption being so significant as to require expedited shipping are low.

Specifically, if you have:

  • multi-tier supply chain visibility,
    like the kind Resilinc gives you, and know about a disruption the minute it happens three levels down in your supply chain, and not the day after a product was supposed to reach your warehouse
  • access to modern platforms to find and secure transport in real time,
    like BuyTruckload.com and FreightOS, then you can quickly get a truck when you need a truck and
  • license to global trade document platforms,
    like Integration Point or Amber Road that handle import and export compliance, including advance notification, that help you to insure there are no delays at the border

then you will be notified of potential disruptions well in advance and in time to take appropriate actions, and in the situation where it was an unpredictable disaster (such as a fire, earthquake, or flood) at your supplier’s DC just as product was about to ship, and a new shipment has to be made immediately from another location, your immediate ability to secure a new truck almost always alleviates the need for an expedited shipment — a need which is further alleviated by your ability to get your import, export, and compliance documents in order before the product ships, preventing unnecessary delays at the border.

Basically, about the only time you would have to do an expedited shipment is if you were a medical organ transport company and a new doner heart, needed halfway across the country, just became available. Other than that, with all of the options available to you to prevent the need for unanticipated shipments, or to get them under control as soon as the need arises, there just isn’t that much of a need for time-critical transport anymore. (Unless you’re still living in the eighties and using paper and fax to manage your logistics.)

Your thoughts?

Pre-Package vs. Post-Package? Or How About No Package?

Amazon wants to pre-package goods and ship them to a location near you in anticipation of your upcoming order (as per our recent post on how anticipatory demand planning is good, but anticipatory shipping?) It’s an interesting idea, but the shipping companies are going to have to upgrade their systems to make it work (as per our recent post).

However, if you’re talking about the Food & Beverage Industry, as per this recent article over on Inbound Logistics on Packaging Postponement: A Game Changer for F&B Companies, by positioning product packaging further downstream in the supply chain and closer to the consumer, food manufacturers can take advantage of different selling opportunities. If the product is selling better in a certain retail location, major restaurant chain, or even through a set of strategically-deployed vending machines, you want to get it where it’s selling best in the quantity that can sell. This will generally require the right packaging, since a vending machine portion will generally be smaller than a store portion which will be smaller than a restaurant portion as the restaurant will order in bulk to prepare in bulk.

Packaging is a conundrum. But do you even need packaging at all? (At least at the individual product level.)

Let’s consider the Amazon situation. Do they even have to package the products they are shipping in bulk at all? While it’s true that they are not a traditional store where you can walk in and pick up the item, this doesn’t mean that you can’t walk in to a “store” and pick up the item. Nor does it mean that you need packaging to affix a shipping label.

Consider Amazon’s expanding Locker service. If a good is placed in a locker, it doesn’t need a package. Neither does any good placed in any neighbouring locker. All of the goods going to the lockers can be shipped in a single “package”, and then put in the appropriate lockers. But the “package” doesn’t have to be a package — it can be a reusable shipping container. Then there’s no packaging, no waste, and shipping is on its way to becoming a sustainable business.

Basically, Amazon can re-invent the mail-order model developed by Sears, Roebuck & Co. where “mail-order” is replaced by “e-mail order” and “counter pickup” is replaced by “locker pickup” and bring back the “reusable crate”, only this time it’s probably a “eco-friendly heavy-duty plastic crate” that will last much longer.

And while you might think that this concept cannot be translated to Food & Beverage, challenge that notion. The Bulk Barn‘s entire business model is built on bulk, package-free, purchases. And all of the food and beverage products they sell can be shipped in reusable containers. (Now, I know it doesn’t work for liquids in the current business model*, but it works fine for most dry goods.)

What’s the point? You can package when, where, and how you want, but first think about whether you even have to package at all, and, if you do, if you can use re-usable shipping containers. Environmentally friendly and cost-effective, it will save you money and image points on an ongoing basis.

* But even then, we can bring back the classic milk delivery model where you return the reusable models, but update it such that you pay a high deposit each time you buy a reusable bottle, which is waived each time you return a reusable bottle, just like the eco-conscious micro-breweries are doing.

The (Board) Gamer’s Guide to Supply Management Part IX: Small World Part 2

In Part V of our original series2, we introduced you to Small World, a delightful game from Days of Wonder (iOS Version available) that, in the words of Wil Wheaton, combines the military strategy of Risk with the delightful art and fantasy races of Cosmic Encounter. Except its more dynamic than Risk, and more variable than Cosmic Encounter, because while the races and powers are fixed, the combinations are not. [There are 14 races and 20 powers, or 280 different possible pairings. Plus, the pairings are ordered, and if a player does not select the pairing made available to him during his turn, he must spend 1 gold for each pairing, up to 5, that he wants to skip, which not only impacts his ability to accumulate the most victory points and win the game, but improves the selections available to the next player, who may gain one or more victory points by selecting a skipped pairing. So, if you do the math, there are P(20,14) possible power-race combination orderings, which is equal to 3,379,030,566,912,000 possible distinct games when orderings are taken into account!]

So what does this have to do with supply management? As per SI’s original post, Wil could just have easily have said Small World combines the military strategy of Risk with the marketing strategies of an MBA program. Whoever has the most money at the end of the year wins. We earn money by conquering and maintaining market territories. Empty, blue ocean, territories cost two units to conquer. Every competitor or obstacle in a territory costs one more unit to conquer. At the beginning of every game, each player will choose a primary market strategy, like brute advertising force, niche marketing, or price-undercutting, and combine it with a perceived marketing advantage such as a big war chest, coveted partnership, or new manufacturing process that allows production costs to be drastically slashed. The primary market strategy and perceived marketing advantages change every game. And therein lies the connection. Small World is a good introduction to how your supplier’s sales and marketing force is going to try and counter, and undermine, your every effort to procure and manage supply at a fair and sustainable price (as profit is the name of their game, not cost control). Today we are going to dive into the races and powers and solidify that connection.

The races1 in small world can be mapped to the different personality types in an organization that, directly or indirectly, support, or limit, the sales organization. Consider the following:

  • Amazons: A nation of all-female warriors in Greek mythology, these warriors seem to multiply in battle. They’re like the accounts receivables clerks who come out of the woodwork to descend on your deadbeat customers en-masse.
  • Dwarves: The mythical miners from the popular fairy tale, they’re the professional arbitrators who excel in dark rooms and endless negotiations.
  • Elves: The long-lived long-ears from the world of Tolkien who are almost immortal, they’re like the IRS auditors who never die.
  • Ghouls: Like the accounting trolls in Accounting popularized in Dilbert comics, they are the immortal accountants.
  • Giants: Like the feared giants of medieval times, the rich C-Suite, when they are on top, can conquer others with less effort.
  • Halflings: Like the burrowing hobbits, these 3rd party independent consultants pop-up out of nowhere and take over part of the project, and there’s nothing you can do about it.
  • Humans: Like the born-and-bred farmer who is a master of his fields, these account managers excel at up-selling your existing customers.
  • Orcs: Like the toll-extracting orcs of myth, these high-performing salesman excel at getting the big deal, by force if need be.
  • Ratmen: Think lawyers. ‘Nuff said.
  • Skeletons: Like mythical skeletons, these marketers multiply every time they conquer a new territory.
  • Sorcerors: Like real sorcerors, the members of your corporate intelligence team uses espionage and influence to convert insiders to win a deal.
  • Tritons: Like the legendary masters of the sea, these logistics managers rule the sea trade.
  • Trolls: Like the gate-keeping trolls, these on-site consultants — once they are embedded in your culture — are almost impossible to get rid of.
  • Wizards: Just like the wizards could conjure something out of nothing, these analysts can conjure actionable intelligence out of random data bits.

And the powers can be mapped to different skills that can give your race an advantage:

  • Alchemist: In the old days, these magicians turned metal into gold just like your smooth-talking salesman turn feature requests into profitable change orders.
  • Berserk: Just like these warriors sometimes gained sudden bursts of strength before every battle, your evangelists can sometimes beat the competition even when the odds aren’t in your favour.
  • Bivouacking: Just like invading armies would sometimes build encampments to fortify their defenses, your account managers are masters at placing on-site consultants to fortify yours!
  • Commando: Like the marines, your analytics team, with more training than your competition, can beat the market hands down with fewer resources (allowing you to outperform your peers).
  • Diplomat: Your customer relations are so good, no one can encroach upon your customer base! Your smooth-talking sales team should be in public office!
  • Dragon Master: One of your CXOs is a legend in the space, and never loses the one battle he chooses to engage in, just like the mythical warrior who rode the dragon never lost.
  • Flying: Your command of the air, also known as your no-limit travel pass, gives you a larger territory in which to trade.
  • Forest, Hill, Swamp: Just like certain people are suited for certain terrains, your sales team does better in certain verticals than others (and makes a lot more money from a lot less effort).
  • Fortified: Just like conquering armies would sometimes build an almost impenetrable fortress from which they could rule their newly conquered land, you can dedicate your efforts on a marquis account and become so embedded therein that the account becomes almost impossible to steal.
  • Heroic: Just like mythical heroes could’t be conquered, the efforts of your two best sales teams, and their House of Lies, are unparalleled and can’t be challenged.
  • Merchant: Like the great merchants of legend, you make more profit on every sale than the people you are trading with.
  • Mounted: Just like a mounted army was more effective than one on foot, your big data advantage crushes the uninformed competition.
  • Pillaging: Just like the Vikings would loot, when you conquer an account you always find integration and data maintenance efforts that double your profit.
  • Seafaring: Just like the most successful merchants in ancient times always rules the seas, your command of the sea allows you to trade where others can’t.
  • Spirit: Just like spirits never die, your on-site consultants are so knowledgeable in their domain that even when a competitor manages to sell their product, your consultants are still maintained for their expertise and you play on.
  • Stout: Just like the army of anubis never needed rest, neither do your sales team who can swoop from one deal to the next without need for a recharge. They live on caffeine, adrenaline, and victory!
  • Underworld: The domain of the lawyers. ‘Nuff said.
  • Wealthy: Just like the tomb raiders of old, you come into sudden wealth when that one client decides to shift all its consulting to you.

It’s a small world
But it’s the only one we’ve got
Huey Lewis

1 For this post, we are limiting ourselves to discussion of the 2nd Edition of the original Small World and not Underworld, Realms, or the various expansions such as Cursed and Be Not Afraid!

2 The original 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 series to date:
Part  VII: Upon a Salty Ocean
Part VIII: Agricola

Facebook’s Next Target: Relationships!

Today’s guest post is from Anonymous.

Oh… my… God! Can you imagine? Facebook post rates fall from an average of 1.66 posts per day to a shocking 1.56 posts per day, at the point where a couple announces they are “in a relationship”. (Source: The Fascinating Anatomy of a Facebook Relationship)

Why? The happy couple is so entranced with their new status, and with their new life together, that they REDUCE their Facebook participation by an astounding 0.10 posts per day!

So what does this mean? Let’s assume that the average day contains about 3 hours of leisure time. We assume, of course, that 1.56/1.66 of it is still devoted to Facebook (like the Facebook data scientists). Therefore 0.1/1.66 of it is spent on your basic brick-and-mortar relationship stuff, or, hmm, let’s see…. (grabs calculator) … 10.8 minutes!

And, not surprisingly, this time correlates quite well with the average time intercourse lasts. (Source: Thank You, Doctors: The Average Sex Time Is Not as Long as You’d Think)

Those nasty Facebook data scientists!

Thank you, Anonymous!