Rules of alcohol games for large and small companies. How boring to get drunk: seven alcohol games for companies

22.09.2019

Beerpong is a game for beer lovers, in which beer takes a direct part. Surprisingly, the obviously "beer" game does not push a person to excessive consumption of beer. Why? Because this is a game primarily for coordination and dexterity, which cannot be combined with alcohol intoxication.

What do you need to play beer pong?

First of all, you will need four applicants, who must be divided into 2 teams of 2 people. They will play against each other. Next, you will need a special table for the game, which can be purchased from the Russian Beer Pong League. What is it - read below. In addition, 20 cups of 0.5 liters each are needed. The cups should be the same, so it's best to use plastic ones. And you also need beer in a volume of 3 liters. According to the rules of the beer pong game: you must fill all 20 glasses with beer by 1/3. Purchased beer will be drunk by players, so don't skimp on the quality. If you want to try some new variety, then check out what is currently topping our beer rating. You will also need 1, and preferably 2-3 (just in case) ping-pong balls.

How to play Beerpong?

First of all, with excitement, good mood and great fun.

First, let's lay out a special table for playing Beerpong and place plastic cups on both sides. They are arranged 10 on each side in the shape of a pyramid. Look at the photo.

Now the fun begins. Thus, the ball must hit the opponent's glass. In this case, the glass should not tip over. According to the rules of beer pong, this can be done in two ways: the first is to throw the ball "canopy". Anyone who studied ballistics at the military department will understand how this is done. The second way is to bounce on the table, while the ball must hit only half of the opponent's field.

Hit the opponent's glass? Great! Now your opponent is obliged to drink the glass to the bottom and remove it from the table. Knocked your opponent's glass off the table? This is worse, because you have to give the enemy one of your own.

The winner in Beerpong is the one who first "knocks out" all the opponent's glasses.

If one of the glasses was accidentally moved, but did not fall and spill, then it returns to its place. It is impossible to make a throw at the moment when at least one on the table is moved.

Move transition rules.

The ball goes to the opponent if the thrower does not hit the table at all. No need to smile slyly here, you have not yet tried to knock out the last glass of an opponent after having consumed a few of your own with beer. One round of beerpong is not easy for an unprepared player.

The ball passes if the glass is hit and the opponent drank it. In this case, the next throw is made by the opponent. The ball passes to the opponent if during the throw, due to negligence, his glass was knocked down. In this case, the "beater" drinks a glass of beer, and the knocked down glass is removed.

It’s getting closer to winning, and less and less beer…

As the natural consumption of beer, new pyramids are formed. In the first case, this is done when one of the teams has 6 glasses left, in the second - when 3.

There is also a "double roll", which can be used 2 times per game of beerpong. A double throw is when both team members throw the ball at the same time. If both hit the target, then the throwers get another extra roll.

If girls play beer pong, then they have additional advantages.

First, the girl has the right to "blow" the ball out of the glass 3 times during the game. She has 5 seconds to do this. If there are 2 girls in the team, then they have the right to “blow out” the ball from the glass 5 times per game.

You can play beerpong 1 on 1, in which case 6 glasses are placed on the table on each side.

What is the Russian Beerpong League?

This is an organization that is located in St. Petersburg, it brought this game to Russia. The Russian Birpong League is engaged in the sale of tables for the game and other paraphernalia, as well as organizes and conducts beerpong tournaments in Russia.

Contacts of Russian Birpong League

Official website of the Russian League of Beerpong: beerpong.ru

Mail: [email protected]

Play Beerpong, love beer and have a good time.

Beer pong is a game for beer lovers, in which beer takes a direct part.
Surprisingly, the obviously "beer" game does not push a person to excessive consumption of beer.
Why? Because this is a game primarily for coordination and dexterity, which cannot be combined with alcohol intoxication.

Where to play in St. Petersburg?

The main essence of the game is that players throw a ping-pong ball across the table, trying to get inside a glass, one third filled with beer. The official rules of this game differ in almost every place where it is played, but those with which the World Beer Pong Championship is held remain unchanged. Every time a player hits his opponent's glass with a ball, he must empty its contents. To play beer pong, you do not need to have great skill and strength. Today, more and more girls are starting to play beer pong. The only people who are not allowed to the championship are those under the age of eighteen. Beerpong is part of the bar culture of Europe and America, and in the near future - Russia.

Rules of the game

Purpose of the game: to show who is the best at throwing a ball, intelligently give the enemy beer to drink and get a lot of fun. The essence of the game is set out in ten simple rules:
Birpong is played on a special table with four people, two people in each team. Anyone who is old enough to drink beer can play, regardless of marital status, political, religious and beer preferences. After registration for the game, the composition of the participants of each team should not change.

The goal of the player is to get the ball into the glass of the opposite team without knocking it over - “knock out the glass”. This can be done in two ways - with a well-aimed throw to send the ball into the glass “from the hand” or by rebounding from the table (it counts only if the ball hits the opponent’s field). The goal of the game is to knock out all the opponent’s glasses. The opponents themselves do not need to be knocked out - they themselves will disappear.

If one team manages to knock out the opponent's glass, then one of the members of the other team must drink it to the bottom. The empty glass is removed from the field, and the ball must be rinsed with water. The right to serve passes to the team that lost the cup. If a team knocked down a glass with a ball without hitting it, then it must give up its glass instead of the one that was knocked down.

If the thrower misses the glass or even misses the table (and this will soon begin to happen), then the right to serve passes to the opposing team. Inside the teams are served in turn. If, before, during or after the team’s throw, one’s glass is accidentally knocked down, then it is removed from the table, and the member of the team who served at that moment drinks the glass. In addition, the team loses the serve, the right to serve passes to the opponent. If the glass was simply moved, but did not fall, it gently returns to its place (it is impossible to throw the ball at this moment).

Two times per game, each team has the right to use a superweapon - a double throw. Team members throw balls at the same time. If both balls hit their targets, then the opposite team drinks the “knocked out” glasses, and the throwing team is rewarded with another serve. If at least one of the balls does not hit the glass, the serve goes to the opponent.

Girls have an added advantage. Three times during the game, the girl has the right to blow a balloon that has fallen into a glass (not to be confused with "blow a glass"). She is given five seconds to do this, which are counted together by team members and spectators. If the team consists of two girls, then for two they can make five attempts to blow the balloon.

As the glasses decrease, triangles are re-formed from the remaining ones. The first time it happens when the team has five cups left, the second time it happens when there are three cups left.

There is a possibility to play one on one - such a game is possible in free mode, not during the championship. In this case, before the game, not ten, but six cups are on the table on each side.

If one of your team members did not show up or came in an insane state, then the game will be postponed for one match. If nothing changes during this time, your team will be given a forfeit defeat. During the game, players must behave decently, not insult each other, the ball, the referee and beer - after all, Beer Pong is, above all, a fun game!

Beer is a drink that has been known to man since the time of the legendary pharaohs. Already in those distant times, they knew how to prepare this wonderful foamy drink and loved to use it, because it simply perfectly could quench their thirst. A lot of time has passed since those distant times, but beer is still one of the most popular drinks in the world. Due to the popularity of this drink, a huge number of different games are presented on the network, the plots of which are dedicated to this excellent drink and the attributes associated with beer. But since drinking beer is quite unhealthy for the human body, therefore, basically, all the games are devoted to the fight against this evil. So there are games to drink beer in which it is not at all necessary, on the contrary, the player will have to fight against those who drink beer and drink it in large quantities. One of these games does not offer flash games to drink beer. All players have to do in it is spend a little time destroying cans of beer, which can be used as targets for aimed fire from their shotgun. A player who is not going to drink beer in flash games will not be taught to drink beer in such free games. Rather, free games will allow the characters of the game to drink beer, because if you do not have time to make an accurate shot at the can, the main character of the game, a pretty drunkard, will simply drink all the beer and get drunk, and we simply cannot allow this. Therefore, it is worth hurrying up a bit and trying to ensure that each shot goes right on target and destroys cans of beer. Drinking beer games in which it is not necessary at all, like many other games, provide an opportunity to enjoy the process of playing on several levels. Moreover, each next level of the game you can drink beer online as much as you like, it will differ from the previous one in higher speed and higher and more complex rules, by completing which you can become a winner. It is clear that a beer drink cannot be called a drink for children, but it is beer and the attributes associated with it that can be perfectly used in flash games to drink beer for children in order to allow the youngest gamers to master such skills as ingenuity, attentiveness and observation. It is these qualities that young gamers will definitely need to solve the puzzles that beer drinking games can offer online. Playing beer drinking games for children online, it is clear that it is not necessary at all. And since you don’t need to drink beer games for children online, you can try to assemble a picture on which a cheerful little man selling foamy beer is drawn from separate pieces. The game at first glance is quite simple, but with each next level it becomes more and more difficult, because with each next level of elements from which you have to assemble a picture, it becomes more and more, which means that it will take time to get to the final much more. Free games to drink beer for children of course do not teach this addiction, quite the contrary, flash games to drink beer for children teach kids that drinking beer is not good and not healthy. Remember the well-known cartoon character named Homer, who was too fond of drinking beer in a nearby bar. On the example of this hero, who became the hero of the game, drinking beer for children in which it is not necessary at all. On the example of this game to drink beer for children in which you do not have to, the children will have to help Homer get to the nearest store without getting drunk on this intoxicating drink. By controlling Homer's every move with the arrows on the keyboard, free drinking beer games for kids will allow the hero of the game not to get drunk from those barrels of beer that just fall on his head. If suddenly at least one barrel of beer falls on the head of our hero, he will not be able to resist, and he will definitely get drunk on this drink, which means he will not be able to get to the store where he wanted to buy gifts for his whole family.

Beer game described by Peter Senge in The Fifth Discipline. On the example of beer supplies, a distribution chain is modeled with four stages of supply: retailer, wholesaler, distributor and manufacturer. For each seller plays one, and preferably two or three players. Thus, the entire supply chain is usually played by 8-12 players. The master can control several circuits in one class at the same time. It is possible to record the results of each move manually in a special table, or you can use the online resource with the game.

Task

The task of the supply chain is to produce and deliver beer to the end consumer: the factory produces, and the other three links in the supply chain move the beer until it reaches the end consumer at the end of the supply chain.

The goal of the players is simple: each link must properly fulfill the incoming orders for beer.

Structure

Orders flow up to the manufacturer, while supplies flow down the supply chain to the retail customer (see Figure 1).

An important element of the game is the time delay for the execution of the order, which consists of the time for delivery and for the production of goods. Each delivery (and production order) requires two rounds until they are finally delivered to the next link (see Figure 2).

Let's play

The game is played in rounds that simulate weeks.

Using the materials (see Figure 2), players must complete the following steps in each round:

  1. take orders from their customers;
  2. receive goods from your supplier;
  3. update the game table;
  4. send the goods to your customer further down the chain;
  5. place a new order with your supplier.

The choice of order quantity in each round is the only decision that players make during the game.

Rules

Each order must be completed right now (the stock level of the players must be high enough), or later in subsequent rounds.

Stocks in stock and overdue (backorders) incur costs – each item in stock costs EUR 0.5 per week, while each overdue item costs EUR 1.00. Therefore, the main goal of every seller is to keep their costs as low as possible.

Thus, the players' optimal strategy is to run their business with the lowest possible inventory (minimum orders to their suppliers), while avoiding non-fulfillment of orders from their customers.

Players are not allowed to communicate. The only information they are allowed to exchange is the order quantity; there is no transparency as to what stock levels or actual consumer demand is; only the retailer knows the external demand.

consumer demand

External demand is predetermined and usually does not vary significantly. At the start of the game, the supply chain starts up with the same inventory levels (eg 15 units), order volumes (eg 5 units) and some amount of beer in transit and in production (eg 5 units).

To induce a whip effect, external demand first remains stable for several rounds (eg 5 units for 5 rounds). Then it suddenly increases (a jump of 9 units), then it stabilizes again at this higher level until the end of the game (usually only 52 rounds in the number of weeks in a year, one round lasts less than one minute).

Just one sharp increase in external demand inevitably creates a whip effect and destabilizes the placement and fulfillment of orders throughout the supply chain.

Bullwhip effect is a well-known consequence of coordination problems in traditional supply chains. It is expressed in the fact that even with small variations in demand in retail, the level of fluctuation in orders tends to increase significantly downstream in the supply chain. As a result, the total order becomes very volatile [with steady demand], and can be very high this week and almost zero next. The term was coined around 1990 when Procter & Gamble sensed misordering fluctuations in their baby diaper supply chain. The bullwhip effect is a well-known consequence of coordination problems in traditional supply chains. It is expressed in the fact that even with small variations in demand in retail, the level of fluctuation in orders tends to increase significantly downstream in the supply chain. As a result, the total order becomes very volatile [with steady demand], and can be very high this week and almost zero next. The term was introduced around 1990 when Procter & Gamble sensed a misguided order fluctuation in their baby diaper supply chain. As a result of the whip effect, there are problems throughout the supply chain:
  • high (safe) stock levels;
  • poor customer service;
  • poor utilization of capacity;
  • deepening the problem of demand forecasting;
  • high prices and low levels of trust within the supply chain.

While the bullwhip effect is not new, it is still a relevant and pressing issue in modern supply chains.

Typical Results

In order to learn from Beergame, it is necessary to collect and study the data received by the players. Here are the typical results of one game.

Figure 1 shows the distribution of orders over 40 weeks and a typical bullwhip effect. It becomes clear that retailers were reacting to the surge in consumer demand with a two-week time delay.

In the next phase, everyone placed larger orders, each one getting bigger, thus creating the typical bullwhip effect.

Inventory fluctuation

Figure 2 shows stock fluctuations with negative stock indicating a delayed order.

Obviously, the players are faced with a delay in orders. Over-reacting to demand led to rapid overstocking at 20-30 weeks.

Summing up the game

The debriefing usually begins with a brief discussion of the students' experiences throughout the game. As a rule, the following questions are discussed:

  • Have you ever felt like you weren't in control of the situation?
  • Have you blamed your chain partners for your problems?
  • Have you felt despair at some point?

This discussion usually shows that people really blame their supply chain partners for not doing their job right (either making unreasonable orders or failing to deliver your order).

Desperation and disappointment are common feelings during the last round of the game.

Structure creates behavior

The main takeaway from this discussion is that the structure of the game (i.e., the structure of the supply chain itself) dictates behavior.

Thinking about the game

The second group of questions can be devoted to discussing how Beergame simulates real conditions:

  • What is unrealistic in this game?
  • Why are there order delays?
  • Why are there production delays and delivery delays?
  • Why do we need distributors and wholesalers? Why can't retail beer be shipped directly from the factory?
  • Should a beer producer interact with its raw material supplier?

Please note! By highlighting the fact that real supply chains are much more complex (there is a huge variety of products and supply chain partners, as well as complex cross-links), students can quickly see that real conditions favor the whip to a much greater extent, and that the Beer Game really good tool for simulating the whip effect.

The discussion of the results

Usually this discussion leads to a very lively discussion. For example, the concept of “accumulated supply chain costs” is introduced, indicating that until the product reaches the final customer, no one in the supply chain will earn; this understanding is the first step in creating the idea of ​​global thinking and optimization of the entire chain, which essentially require cooperation.

Then you can move on to identifying the causes of the whip effect.

Reasons for the whip effect

The bullwhip effect is mainly driven by three basic problems: 1) lack of information, 2) supply chain structure, and 3) lack of collaboration.

Three reasons can be identified in an interactive session with students discussing the Beergame experience and then validated with practice and literature references.

1. Lack of information

In the Beer Game, no information is stored, except for the size of the order. Consequently, much information about consumer demand is quickly lost on the way upstream in the supply chain.

This feature of Beergame models supply chains with low levels of trust, where the parties share only a minimum of information among themselves. Without actual customer demand data, all forecasting must rely solely on incoming orders at every stage of the supply chain. In such a situation, traditional forecasting methods and stock-holding strategies tend to create a bullwhip effect.

2. Structure of the supply chain

The very structure of the supply chain contributes to the whip effect. We have a long lead time, i.e. it takes a long time for an order to arrive upstream and the next shipment to go downstream. The more time it takes, the more likely a whiplash effect will occur.

Usually, when placing an order, they are guided by the forecasted demand during the replenishment of the order, adjusted for safety stock, in order to guarantee the level of service (no shortage of goods) during the time until the next order arrives.

Therefore, the longer the replenishment time, the more explicitly the order volume will respond to an increase in forecast demand (especially in combination with the need to update the safety stock level, see above), which contributes to the bullwhip effect.

3. Local optimization

Local optimization, expressed in local forecasting and local cost optimization in the absence of cooperation in the supply chain, also underlies the whip effect.

Lots to order are a good example of local optimization. In practice, the size of the order is fixed and determined by the method of delivery, since, for example, the cost of delivery for delivery by a full truck or container is lower than for delivery of a smaller volume. In addition, many suppliers offer volume discounts to encourage large orders.

Therefore, there is some incentive for individual players to take on more (and thus delay some of the orders) from their customers and place only large aggregate orders with their supplier. This behavior, however, worsens the problem of demand forecasting, because each such order contains very little information about real demand. And delivering orders in batches, of course, does contribute to the bullwhip effect by inflating orders unnecessarily.

Structure

Orders flow up to the manufacturer, while supplies flow down the supply chain to the retail customer (see Figure 1).

An important element of the game is the time delay for the execution of the order, which is the sum of the time for delivery and for the production of goods. Each delivery (and production order) requires two rounds until they are finally delivered to the next link (see Figure 2).

Let's play

The game is played in rounds that simulate weeks.

Using the materials (see Figure 2), players must complete the following steps in each round:

1. take orders from their customers;
2. receive goods from your supplier;
3. update the game table;
4. send the goods to your customer further down the chain;
5. Place a new order with your supplier.

The choice of order quantity in each round is the only decision that players make during the game.


Rules

Each order must be completed right now (the stock level of the players must be high enough), or later in subsequent rounds.

Stocks in stock and overdue (backorders) incur costs - each item in stock costs EUR 0.5 per week, while each overdue item costs EUR 1.00. Therefore, the main goal of every seller is to keep their costs as low as possible.

Thus, the players' optimal strategy is to run their business with the lowest possible inventory (minimum orders to their suppliers), while avoiding non-fulfillment of orders from their customers.

Players are not allowed to communicate. The only information they are allowed to exchange is the order quantity; there is no transparency as to what stock levels or actual consumer demand is; only the retailer knows the external demand.

consumer demand

External demand is predetermined and usually does not vary significantly. At the start of the game, the supply chain starts up with the same inventory levels (eg 15 units), order volumes (eg 5 units) and some amount of beer in transit and in production (eg 5 units).

To induce a whip effect, external demand first remains stable for several rounds (eg 5 units for 5 rounds). Then it suddenly increases (a jump of 9 units), then it stabilizes again at this higher level until the end of the game (usually only 52 rounds in the number of weeks in a year, one round lasts less than one minute).

Just one sharp increase in external demand inevitably creates a whip effect and destabilizes the placement and fulfillment of orders throughout the supply chain.

Bullwhip effect is a well-known consequence of coordination problems in traditional supply chains. It is expressed in the fact that even with small variations in demand in retail, the level of fluctuation in orders tends to increase significantly downstream in the supply chain. As a result, the total order becomes very volatile [with steady demand], and can be very high this week and almost zero next. The term was coined around 1990 when Procter & Gamble sensed misordering fluctuations in their baby diaper supply chain. The bullwhip effect is a well-known consequence of coordination problems in traditional supply chains. It is expressed in the fact that even with small variations in demand in retail, the level of fluctuation in orders tends to increase significantly downstream in the supply chain. As a result, the total order becomes very volatile [with steady demand], and can be very high this week and almost zero next. The term was introduced around 1990 when Procter & Gamble sensed a misguided order fluctuation in their baby diaper supply chain. As a result of the whip effect, there are problems throughout the supply chain:

High (safe) stock levels;
- poor customer service;
- poor use of capacity;
- deepening the problem of demand forecasting;
- high prices and low levels of trust within the supply chain.

While the bullwhip effect is not new, it is still a relevant and pressing issue in today's supply chains.

Typical Results

In order to learn from Beergame, it is necessary to collect and study the data received by the players. Here are the typical results of one game.

Whip effect

Figure 1 shows the distribution of orders over 40 weeks and a typical bullwhip effect. It becomes clear that retailers were reacting to the surge in consumer demand with a two-week time delay.


In the next phase, everyone placed larger orders, each one getting bigger, thus creating the typical bullwhip effect.

Inventory fluctuation

Figure 2 shows stock fluctuations with negative stock indicating a delayed order.


Obviously, the players are faced with a delay in orders. Over-reacting to demand led to rapid overstocking at 20-30 weeks.

P summary of the game

The debriefing usually begins with a brief discussion of the students' experiences throughout the game. As a rule, the following questions are discussed:

1. Have you ever felt like you weren't in control?
2. Have you blamed your chain partners for your problems?
3. Have you ever felt desperate at some point?

This discussion usually shows that people really blame their supply chain partners for not doing their job right (either making unreasonable orders or failing to deliver your order).

Desperation and frustration are common feelings during the last round of the game.

Structure creates behavior

The main takeaway from this discussion is that the structure of the game (i.e., the structure of the supply chain itself) dictates behavior.

Thinking about the game

1. The second group of questions can be devoted to discussing how Beergame simulates real conditions:
2. What is unrealistic about this game?
3. Why are there order delays?
4. Why are there production delays and delivery delays?
5. Why do we need distributors and wholesalers? Why can't retail beer be shipped directly from the factory?
6. Should a beer producer interact with its raw material supplier?

Please note! By highlighting the fact that real supply chains are much more complex (there is a huge variety of products and supply chain partners, as well as complex cross-links), students can quickly see that real conditions favor the whip to a much greater extent, and that the Beer Game really good tool for simulating the whip effect.

The discussion of the results

Usually this discussion leads to a very lively discussion. For example, the concept of “accumulated supply chain costs” is introduced, indicating that until the product reaches the final customer, no one in the supply chain will earn; this understanding is the first step in creating the idea of ​​global thinking and optimization of the entire chain, which essentially require cooperation.

Then you can move on to identifying the causes of the whip effect.

Reasons for the whip effect

The bullwhip effect is mainly driven by three basic problems: 1) lack of information, 2) supply chain structure, and 3) lack of collaboration.

Three reasons can be identified in an interactive session with students discussing the Beergame experience and then validated with practice and literature references.

1. Lack of information

In the Beer Game, no information is stored, except for the size of the order. Consequently, much information about consumer demand is quickly lost on the way upstream in the supply chain.

This feature of Beergame models supply chains with low levels of trust, where the parties share only a minimum of information among themselves. Without actual customer demand data, all forecasting must rely solely on incoming orders at every stage of the supply chain. In such a situation, traditional forecasting methods and stock-holding strategies tend to create a bullwhip effect.

2. Structure of the supply chain

The very structure of the supply chain contributes to the whip effect. We have a long lead time, i.e. it takes a long time for an order to arrive upstream and the next shipment to go downstream. The more time it takes, the more likely a whiplash effect will occur.

Usually, when placing an order, they are guided by the forecasted demand during the replenishment of the order, adjusted for safety stock, in order to guarantee the level of service (no shortage of goods) during the time until the next order arrives.

Therefore, the longer the replenishment time, the more explicitly the order volume will respond to an increase in forecast demand (especially in combination with the need to update the safety stock level, see above), which contributes to the bullwhip effect.

3. Local optimization

Local optimization, expressed in local forecasting and local cost optimization in the absence of cooperation in the supply chain, also underlies the whip effect.

Lots to order are a good example of local optimization. In practice, the size of the order is fixed and determined by the method of delivery, since, for example, the cost of delivery for delivery by a full truck or container is lower than for delivery of a smaller volume. In addition, many suppliers offer volume discounts to encourage large orders.

Therefore, there is some incentive for individual players to take on more (and thus delay some of the orders) from their customers and place only large aggregate orders with their supplier. This behavior, however, worsens the problem of demand forecasting, because each such order contains very little information about real demand. And delivering orders in batches, of course, does contribute to the bullwhip effect by inflating orders unnecessarily.

As experience shows, if players suddenly start exchanging information, informing each other about the situation in their warehouses, coordinating purchases, they can even out the situation!

The article uses materials from the site beergame.org.



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