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10

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Game Design | Supply Chain King Sanaa Shaikh | 31197 DES 300 | Design Project 20 November | Fall 2011

TWIST & TURNS
START the game at any of the four components of Life:
Learn it! Earn it! Love it! Live it! Education Career Marriage & Children Fun & Adventure

L I FE
1
2 3

Th e GAM Eo f

Knowledge: - Enjoy life - Money is important for better quality of life

Live it!
Bungee Jump

Love it!
STOP
Marriage

STOP
Babies

Babies

=

Life Points

Adventure

}

Life Points

Pay travel expenses

$
Doc:(Rules, #4)

Marriage

= Life Points

$
Doc:(Rules, #3)

Learn it!
PhD
Promotion

Knowledge: - Responsibility - Expenses for kids

Life Points
Doc:(Rules, #1)

Degree

You soon learn the benefits or downfalls of the section you have chosen. Much like real-life, the Game of Life is best played in a certain order.
Knowledge: Better Education = Better Career Better Career = More Money

Knowledge: - Importance of education

The Life Pod records your cash ow : money in (income and money earned from life events) and money out: purchases and losses. It also tracks your Life Points, and your marriage and children. It is also a replacement for a dice.

0 10 9 8

0 92 62 84

00

01

VIS

A

4 5 7 6
Promotion x2

Path of Life

Career Card
PhD

Career Card
Choose a Career at the beginning of the game. Move up your career ladder during the game, earning higher salaries for better jobs.

Your boyfriend proposes to you.Earn 500 life points. You get caught cheating on a test. Lose $100 and lose 200 life points. Your business isn’t doing well. Lose $500 and lose 300 life points. Your bungee cord injures you. Pay $200 for medical bills and earn 100 life points.

Promotion x1

Degree

$150,000 $100,000 $80,000 $40,000 $20,000 $10,000 $5000

=$
Doc:(Rules, #2)

1 2 3

Unit of life, represents progression of time in a person’s life

No

Degree

=

No

Promotion x1

Earn it!
Each empty space you land on, pick up a Life Event card . According to the event, you can earn or lose money as well as life points. Good deeds and helping others earn you life points.

Three paths you can take in each section: More time spent, 1. Shortest path more investment in 2. Medium path your life = better quality of life 3. Longest path

LLL I F I I FE FE

}

Eventstn E EvEvn s e e ts

Common Spaces
Knowledge: - Depreciation & Value

Doc:(Rules, #5)

}

2 types of cars: Normal & Sports

W

! NER IN

}

The Game of Life teaches you that while it is important to earn money to move forward in the game and conduct day to day activities as well as support a family. In the end, the winner is the one with the highest number of Life Points .

}
CHANCE
(All players play)

3 types of houses for sale.

Knowledge: - Probability & Chance

Lottery

$

Knowledge: - Value - More money = better house - Interest rates

Systems
Get a degree All moves contribute to moving around the Path of Life -- moving forward in the game.

Land on a blank space, pick up a Life Events Card & enter your winnings or losses into the Life Pod.

1

Money
LLL II E F

Stocks & Flows
All things that contribute to increasing Money stock.

{

PhD
Degree
Promotion x1

Get promoted
Promotion x2

Lottery!
Promotion x1

Event I F EvEv sF E E ent ent ss
0 10

1

2 3

0 92 62 84

00

01

Car

VIS

A

Caree
Unit  of    Life

r Card

In ow

9 8 7

$
6

4 5

Out ow
Pay travel expenses

Event I F EvEv sF E E ent ent ss

LLL II F

E

STOP
Babies

Path  of     Life Life  Events

Event F EvEv s E E ent ent ss
Your boyfriend/girlfriend proposes to you. Earn 500 life points. You get caught cheating on a test. Lose $100 and lose 200 life points. Your business isn’t doing well. Lose $500 and lose 300 life points.

LLL II E FI F

Life Points
Adventure

All things that contribute to increasing Life Points stock.

House

Degree

Event I F EvEv sF E E ent ent ss
0 10

LLL II E F

STOP
Marriage

1

2 3

0 10 9
Life  Pod

1

2 3

00 92 62 84

00

1

Your bungee cord injures you. Pay $200 for medical bills and earn 100 life points.

STOP
Babies

In ow

9 8

LP
7 6

P $ L
8 7 6

VIS

A

STOP
Marriage

5

Lottery!
Adventure Pay travel expenses

STOP
Babies

Loops
Buy/Sell a car. Buy/Sell a house. Win the lottery.

All systems include the Life Pod -- keeps record of Money & Life Points.

2

0 10 9 8

1

2 3
8

0 20 29 46

00

1

Although, the game can be started anywhere. Following this system brings the most success.

3

Live life & have experiences

P $ L
7 6

VIS

A

{
+ive
Event I F EvEv sF E E ent ent ss

4

All things that contribute to decreasing Lfe Points stock.

{
0 92 62 84 00 01

All things that contribute to decreasing Money stock.

{
4 5

VIS

A

Out ow
LLL II E F

4 5

Event I F EvEv sF E E ent ent ss

LLL II F

E

-ive

Balancing

Lottery!
+ive

Feedback

Feedback allows you to explore levelsof each path.

Balancing loops make the game more interesting so that not only one player is winning constantly.

Supply Chain Management Integration
SRM RFID Tags EDI -­ barcodes/scanners Research & Analysis

INFORMATION
-­ Operations -­ Logistics Documentation -­ Capacity Maintenance Transport Storage Insurance Quality Management Fast & Efficient
Planning & Scheduling

CRM

B2B B2C C2C

-­ Warehouses -­ Inventory -­ Capacity Packaging -­ Resources Delivery speed

ERP (SAP/ Oracle)

Buy
Suppliers (flexibility)

Move
Distribution

Service
Customer Service

Purchasing

Procurement

Make
Production

Sell
Customer Demand

Consider: -­ Memory -­ Storage -­ Speed -­ Applications -­ Hardware -­ Mobility -­ Operating Systems

-­ Raw Materials -­ Quality R&D -­ Cost (design) Outsource? Machinery Labor

Factory
EN T

EFFECTIVE

Organize Data

A DA PT

EF

Manufacturing

I FIC

IV E

RIGHT Product + RIGHT Place + RIGHT Time + Most EFFICIENT Manner = CUSTMER SATISFACTION

Relationship Management

Data Analysis

Networking

0,1& 2",$3
*"+',)

!"#$%&'()

*"+',)

*"+',)

!"#$%&'()

01#,)

!)%-+%-./!)(&& 01#,)

7/<99

7=99

7=99

7/<99

7/<99

7;99

7/<99 01#,)

7=99

7/<99

!"#$%&'()*
!"#$%&'() 7/<99 *"+',) *"+',)

!"#$%&'()

!)%-+%-./!)(&&

+,-&'()*

!)%-+%-./!)(&&

7/<99 01#,)

7;99

7;99

7/<99
CD4 AB

!)%-+%-./!)(&& !)%-+%-./!)(&& 01#,)

7=99

7=99

AB

!"#$"

CD4

7;99

7;99

7/<99

./01
2?1$$/2',3 :%,&6
!""#$

!%&&'( )*+,AB

2'%3

4)"56

AB CD4

7/>99 :%,&6

7/=99 @%./2+,)(

7/<99

7/=99 2'%3

!$1-(

!""#$

7/=99 @%./2+,)(

7/899

7/>99

7/<99

!&//'()*
2?1$$/2',3 4)"56 7/>99 2?1$$/2',3 @%./2+,)( :%,&6 7/=99 2'%3

+".&'()*

!$1-(

7/899

7/>99

!$1-(

4)"56

!""#$

7/>99

7/899

7/=99

7/<99

7/>99

7/=99

KING
Objective Set up:

2 players

Win the supply chain race and become the SUPPLY CHAIN KING!

Each player takes a set of counters (Silver/Black), the appropriate WAREHOUSE card, week counters (according to DEMAND card) and $3000. Pick a DEMAND card -­ this will tell you the number of books you need to supply and the number of weeks you have to meet the supply. 500 books 8 weeks 1 week = Landing or passing the beginning space in any section.

DEMAND

Meet the demand for books by supplying the correct amount faster than your opponent.
Publisher Author Author Publisher

$ 200 Author

$100

$100

$100

Source it!
Publisher

START here
OUT IN

Place CHANCE cards in the middle of each section

$ 200 Author Author
OUT

START

$100

$100

Labor

Printing Press Labor

$ 200

$400

$ 200 Labor

Printing Press

Make it!

$400 Labor

$ 200 Printing Press Printing Press Labor
IN

Board Secondary counters
OUT IN

OUT

Ship

Truck

$ 200

$ 100 Ship

Player Counters

{ { { {
S S
500 50

Demand Cards

{ { { {

Plane

To Move your books you must buy any two modes of transport, but in order to buy a plane you need to have at least one ship or truck:
Truck
Ship

DEMAND DEMAND DEMAND

$ 300

$ 200

Move it!
Truck $ 100 Ship Plane

Plane

$ 300

Main counter Chance Cards

Truck

Get one extra move on every roll of the dice

$ 200

$ 300

$ 100

CHANCE

Book Supply Counters

1 = 100 books = $200
Kiosk

Small Shop

Kiosk

To Sell your books, buy as many stores it takes:
IN

BOOKS

$ 300

$ 100 Big Store
BOOKS

BOOKS

$ 100 Big Store

$ 500

Dice

Warehouse Cards

WAREHOUSE WAREHOUSE

Sell it!
Small Shop $ 300 Small Shop Big Store Kiosk

$ 500

BOOKS

$ 300

$ 500

$ 100

Sell a maximum Sell a maximum Sell a maximum of 300 books of 200 books of 100 books Your store will sell books everytime you pass it. Sell only the number of books that was demanded. Any extra supply has to be sold to another player’s store at half price. You must land on one of their stores first.

S S

20

S
Week Counters

1 = 1 week

If you run out of weeks, buy 2 weeks maximum at $250 per week. Time = Money! If you run out of money, you can sell any extra supply of books to the bank. First player to sell the demanded books and have no supply left wins!

{

Money

S S

100

S

If you land on one of these spaces, roll the dice and win money! 1 = $100, 2 = $200, 3 = $300, 4 = $400, 5 = $500, 6 = $600 For every week that passes, return a week counter to the bank.

{

{
IN

Rules Board

Supply Chain
{

RULES

Read the following rules before playing, and keep this board next to the game board -­ refer to it throughout the game.

$ 200

Place counters here & roll dice. To Source your books you must: First buy 2x
Author

If you land on a colored space, pick up a CHANCE card. Same for all sections.

Publisher

$ 200

then1 x

Publisher

$100

$ 200

Place a secondary counter on every unit you buy.

CHANCE

START

To Make your books you must: First buy 2x
$ 200 Printing Press

$400

it takes to get your desired supply of books. When you buy a Printing Press, roll the dice to determine the number of books the Press will produce. Place book counters on WAREHOUSE card. The Press will provide you 1,3 = 200 books with the same supply everytime 2,5 = 300 books = 100 books you pass it. 4,6 = 400 books
$ 200

Labor

then as many

Printing Press

$400

Plane

$ 100

$ 200

$ 300

Get two extra moves on every roll of the dice

Go straight to the next section

Big Store

Small Shop

Kiosk

$ 500

$ 300

$ 100

= 100 = $200 books

DEMAND DEMAND DEMAND DEMAND DEMAND DEMAND

500 books 9 weeks

DEMAND DEMAND DEMAND DEMAND DEMAND DEMAND

700 books 11 weeks

300 books 8 weeks

600 books 10 weeks

300 books 7 weeks

400 books 8 weeks

800 books 12 weeks

600 books 10 weeks

800 books 12 weeks

500 books 9 weeks

700 books 12 weeks

400 books 8 weeks

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE

The Publisher that supplies your books now only caters to online retailers. Find another Publisher. If you don’t have a Publisher, lose $50.

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE

Go straight to the next author space.

An author cancels their contract. Get back signing bonus $200.

Go to the next Publisher space and buy it even if you do not have 2 authors yet. You must buy the authors in order to move to “Make it”.

Your Publisher signs 2 new authors. Get $100.

Demand for books has changed. Pick a new demand card, make sure you change the number of week counters.

Your author has writer’s block. Lose $100.

Roll the dice again.

Both players get one extra week.

Both players get $100.

Lose a turn.

Roll the dice again.

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE

Go to the next unit of Labor and own it for FREE.

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE

Your Printing Press is producing books very efficiently, get a weeks supply early. If you do not have a Printing Press, get $100.

Your Printing Press catches fire. Pay $100 for damages.

Go straight to the next unit you require.

Get a supply of 100 books.

Your Printing Press has out of date machinery. Pay $50 to update it.

Get a supply of 200 books.

Roll the dice again.

Both players get one extra week.

Both players get $100.

Lose a turn.

Roll the dice again.

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE

Pay $100 insurance for shipping.

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE

Your superior product packaging allows it to withstand a truck accident.Get $200.

There is a system failure and all RFID tags must be reset. Pay $50 for damages.

Both players get one extra week.

You get a shipping address wrong. A whole supply of books has gone to the wrong country Pay $100 for damages.

Your ship gets delayed at sea due to a storm. The shipment is late. Pay $50.

Go to the next Plane space and buy it. If you don’t have a Ship/Truck unit then go to then next Ship or Truck space.

Roll the dice again.

Both players get one extra week.

Both players get $200.

Lose a turn.

Roll the dice again.

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE

Go to the next Kiosk space.

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE

Go to the next Small Shop space.

The book business is booming! Sell 100 books for every store you own.

If you have extra supply that you want to sell, go straight to the next store that is owned by the other player. If this is not applicable, get $100.

Business is slow. Lose $50.

It’s Back to School time! Book demand is high. Both players must sell an additional 100 books. If any player doesn’t have extra supply, they must pay a fine of $200.

Both players get one extra week.

Roll the dice again.

Both players get one extra week.

Both players get $200.

Lose a turn.

Roll the dice again.

KING
Sell it!
Kiosk

Supply Chain Levels of Information
Level 1
Author

Source it!
Publisher

Make it!
Labor Printing Press

2x
$100

+1x
$ 200

Sells upto 100 books

Book Supply = Source (Procurement)

2x
$ 200

+1 x
$400

BOOKS

= (Production)

Book Supply

$ 100 Small Shop

Sells upto 200 books

$ 300

Big Store

Sells upto 300 books
$ 500

{

Ship

Plane

Size of Retailers and customer demand Concept of luck -­ way of gaining money

Truck

$ 200

$ 300

$ 100

2 extra moves

Move it!

Straight to next section

1 extra move

Level 2

{ {
OUT IN IN IN

START

OUT

IN

= 1 week

OUT

Shows passing of time and teaches about the importance time plays in SCM -­-­ time = money! Also, producing books takes time.

The importance of having an extra supply of books -­-­ Bullwhip Effect. Also can be used as stock to get money when you run out.

CHANCE

Deepest level of knowledge -­-­ Shows importance of information in SCM. Some things cannot be predicted -­-­ Bullwhip Effect.

{

Modes of Transport -­-­ importance of speed in delivery in SCM & cost of transportation. (Distribution/Logistics)

WAREHOUSE WAREHOUSE

{

Level 3

KING

Supply Chain
Loops
e c rA u co nt

Money
Small Shop Kiosk

Stocks & Flows
All things that contribute to increasing Money stock.

{
BOOKS

$ 300 Big Store

$ 100

Labor

$ 500

P

e lay

c rA
0

co

un

t
100

S
20

$ 200

CHANCE

In ow

S

50

S
50

S S

S
Author

Out ow
Publisher
$100

Printing Press

S

$400

S

$ 200

Truck

CHANCE
Plane

Books
+ive
100

{
Out ow
CHANCE

All things that contribute to decreasing Money stock.

$ 100

$ 300 Ship

y Pla

S
20

All things that contribute to increasing Books stock.

$ 200

{

CHANCE

S
Feedback

50

0

S
50

S S

-ive
Printing Press

S
Balancing +ive
Balancing loops make the game more interesting so that not only one player is winning constantly.

S

CHANCE
$400

S

Pla
IN

ye

c rA

co

un

t

OUT

In ow

Each players own account gives them feedback on what they need to acquire and how fast they need to be moving through the game.

Weeks (Time)

All things that contribute to increasing Weeks stock.

CHANCE
Pla ye r

c Ac

ou

nt

{
Out ow
CHANCE
IN IN OUT OUT IN

All things that contribute to decreasing Books stock.

{

{
In ow

START
IN

All things that contribute to decreasing Weeks stock.

OUT

KING

Supply Chain
All moves contribute to moving around the Supply Chain Path.

Source your book supply
Author

Publisher
$100

Land on a blank space, pick up a Chance Card & follow the instructions. Adjust your account accordingly.

1

DEMAND

$ 200
Labor

Systems
Empty Spaces
Source it! Make it!

$ 200 Printing Press

$400

Produce your book supply & store it in your Warehouse

KING

Supply Chain

WAREHOUSE
Sell it! Move it!

Chance Cards

WAREHOUSE

Pla

ye

c rA

c

n ou

t

CHANCE
Truck

S

0 50

S
50

S S

100

S
20

$ 100

S

Ways to earn money in the game. Land on a luck space or sell extra book supply.

2

S

Ship

S

$ 200 Plane

Deliver your book supply

Although  the  Bank  is  not a  visible  artifact.  All  monetary transactions  are  done  through the  bank.  Also,  each  player keeps  track  of  their  money  and other  assets  such  as  week  counters and  book  supply  counters.  Every move  in  the  game  affects  the  player’s account.

Big Store Small Shop $ 500 $ 300
BOOKS

$ 300 Kiosk

$ 100

Sell your book supply/ Meet the demand

The sequence of the bookstore’s supply chain.

3

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