Supply Chain Lab SCOPE 2 · How the game works
Read this before you play

How SCOPE 2 works

Five people form one supply chain. Every chain in the room competes in the same market. You only ever see your own worksheet and the orders from the person next to you, which is exactly the problem real supply chains have.

The whole game in one picture

Three retailers, one market. Watch what a price actually buys you.

6,000 units of customer demand

 

The chain

Goods travel down. Orders and money travel up. Each person makes their own decisions and cannot see anyone else's.

S
SupplierBuys raw material from the market
M
ManufacturerTurns raw into finished goods
D
DistributorMoves goods in bulk
W
WholesalerSupplies the shops
R
RetailerSells to customers at your own price
GOODS FLOW THIS WAY →← ORDERS AND MONEY COME BACK

You are a Retailer. A simple example.

Each unit costs you $8: you buy at $7 from your Wholesaler and pay $1 handling when it arrives.

  1. The tutor announces the market: "This round, customers want 6,000 units." There are 12 retailers in the room.
  2. You pick your selling price and submit it secretly, say $12.00. Nobody sees anyone else's price until everyone has chosen.
  3. The tutor reveals your share. A lower price wins more customers. At $12.00 you win 510 units.
  4. You earn 510 × ($12.00 − $8.00) = $2,040 profit this round.
  5. You restock by ordering from your Wholesaler for next round. It arrives one round later, never the same round.
  6. Careful: every unsold unit on your shelf costs you $0.32 each round, so do not over-order.

So should you just go cheap?

No. This is the whole game. Same round, same 6,000 customers, three different prices.

Your priceUnits you winProfit per unitYour profit
$10.50 - the cheap one580$2.50$1,450
$12.00 - the middlebest510$4.00$2,040
$14.50 - the greedy one200$6.50$1,300

Go too cheap and you sell plenty but earn almost nothing on each one. Go too dear and you keep a fat margin on hardly any units, because the highest price in the room is only guaranteed a small floor of customers. The winner is usually in the middle, and it moves every round depending on what everyone else does.

The other four roles

Everyone upstream sells at a fixed price and makes exactly 50 cents a unit. Their skill is not pricing. It is deciding how much to hold and how much to order.

Wholesaler

Buys at $5.50, pays $1 handling, sells to the Retailers at $7.00.

Both your Retailers order 300 each. You have 400 on the shelf. You choose who gets what, and you can send less than they asked for. Holding costs you $0.26 a unit each round.

Distributor

Buys at $4.00, pays $1 handling, sells to the Wholesaler at $5.50.

You only ever see the Wholesaler's order. You never see what the shops are selling, so a quiet week upstream might already be a rush downstream. Holding costs $0.20 a unit.

Manufacturer

Buys raw at $2.50, pays $1 handling, sells finished goods at $4.00.

You are the only one with two stockpiles. Each round you deliver first, then turn raw into finished, then order more raw. What you make this round can only be delivered next round. Raw costs $0.10 a unit to hold, finished costs $0.20.

Supplier

Buys raw at $1.00, pays $1 handling, sells to the Manufacturer at $2.50.

You order raw from the tutor, not from a person. In most rounds you get everything you ask for. In a shortage round you get only 60%, and you are warned it is coming but not exactly when. Holding costs $0.08 a unit.

Three things that catch everyone out

1
Everything takes one round to arrive

Order today, receive at the start of next round. If you wait until your shelf is empty before ordering, you are already one round too late. This single delay is what creates the wild swings you will see.

2
Sitting stock quietly drains you

Every unit left over at the end of a round costs you money, every round, for the rest of the game. 1,000 spare units on a Wholesaler's shelf is $260 gone per round. Being "safe" is not free.

3
Whatever you are still holding at the end is written off

At the final whistle your leftover stock is worth nothing and you are charged what you paid for it. Plan the last few rounds so you finish close to empty, not comfortable.

How you win

Your score is your profit: what you sold, minus what you paid, minus holding, minus anything written off at the end. Your chain's score is everyone's profit added together, so a Retailer who wins big by starving their own Wholesaler has not helped anyone. The chain with the highest total wins the room.

About this activity

The concept

A multi-tier supply chain where nobody can see the whole picture. Each tier observes only its neighbour's order, so demand information degrades as it travels upstream. That distortion is the bullwhip effect, and price competition between retailers adds a second, competing pressure.

How it works

Eighteen rounds. Retailers submit sealed prices into one shared market; the dearest is guaranteed a floor volume and the rest is split so that a lower price wins more units. Every delivery takes one round, holding is charged on whatever is left, and unsold stock is written off at the end.

Winning strategy

Price near the middle of the room rather than at either extreme, order to the demand you expect instead of the demand you just saw, and wind your stock down before the last round. Talking to your own chain beats optimising your own seat.