Five scenarios in this simulator
1. Balanced line
Every station uses a fair die (1–6). Average capacity is 3.5 per turn, yet finished output is lower — variability stacks through dependent steps while excess upstream work becomes piles, not sales.
2. Herbie (identify the constraint)
Station 3 rolls 1–3 only — the "Herbie" from The Goal. Watch inventory accumulate in front of it; system output cannot exceed what this station can process.
3. Mirage (do not optimize non-constraints)
Speed up station 1 while the bottleneck stays at station 3. Throughput barely moves; WIP grows upstream of the real constraint. Extra capacity off the bottleneck is a mirage.
4. Exploit / elevate (+1 at the bottleneck)
Add +1 to the bottleneck die (+1 effective capacity — it can still idle when starved upstream). Throughput rises because you changed the constraint — compare with Mirage on the 500-run table.
5. Drum-buffer-rope (subordinate the rest)
Same +1 at the bottleneck, plus rope release and a pre-filled buffer before it. Throughput is roughly in line with scenario 4 (the buffer helps early on), but inventory in the line drops sharply — the classic DBR trade-off.