Batch vs. single-piece flow — the penny game, in your browser
Two production lines build the same order of 20 machined parts. Same four stations, same task time at each. The only difference: Line A moves parts downstream in batches, Line B passes each part along the moment it is done. Press "Run the race" and watch the clock.
| Metric | Line A (batch) | Line B (flow) |
|---|---|---|
| First part delivered | — | — |
| All 20 delivered | — | — |
| Peak WIP between stations | — | — |
| Average lead time per part | — | — |
Delivered parts over line time. One-piece flow starts delivering almost immediately; batching delivers nothing for most of the run, then dumps everything at the end.
Want an editable copy?
Download the free penny game facilitator worksheet — round-by-round timing sheets for batch sizes 20, 10, 5, and 1, a results table matching this simulator's scoreboard, and ready-to-use debrief questions. Opens in Excel and Google Sheets.
One-piece flow (single-piece flow, continuous flow) means each part advances to the next process step the moment its current step finishes — it never waits for the rest of a batch. Batch production feels efficient because every machine stays busy, but busy machines are not the goal: flowing parts are. The simulator above makes the difference visible. Two identical four-station lines build the same 20 parts; the only difference is the transfer batch size. Same people, same machines, same work — the one-piece line delivers its first part 15× sooner and finishes 3.5× faster.
The waiting is easy to see once you know where to look: it is the pile of parts that builds up between the batch line’s stations. That pile is work-in-process (WIP) inventory, and every part in it is lead time — material you have paid to produce that nobody can use yet. This is the relationship captured by Little’s Law: average lead time equals WIP divided by throughput. Cut the WIP and lead time falls with it.
Trainers have taught this lesson for decades with the penny game: 20 coins, a row of people, each person flips every coin and passes them on — first as one batch of 20, then in fives, then one at a time. It works brilliantly in a room and badly on a screen share. This simulator is that exercise with exact timing: the stations are your coin-flippers, the copper pucks are the pennies, and the scoreboard records what a stopwatch would. Batch size, cycle time, and playback speed are adjustable, so you can test intermediate batch sizes the tabletop version never has time for.
And because batching is not just a factory habit, the simulator ships with three scenarios: a factory machining 20 parts, a café building a catering order of 20 sandwiches (toast, fill, wrap, serve), and an office pushing 20 invoices through entry, coding, approval, and sending. The station names change; the physics do not. If you are demonstrating flow to an office or service team, run their scenario — the moment people recognize their own process, the lesson transfers.
Batch logic optimizes each station in isolation: “while I’m set up, I’ll do the whole lot.” The cost appears between the stations. With a batch of 20, the first part cannot leave Stamp until all 20 are stamped, cannot leave Drill until all 20 are drilled — so the first delivery waits 5:05 while the flow line delivers at 0:20. Total completion suffers too (6:40 vs 1:55), because downstream stations stand idle while batches accumulate upstream, then get buried all at once. Watch the cumulative output chart: the flow line is a steady staircase from the first seconds; the batch line is a long flatline followed by a dump at the end. If your customers experience quoted lead times of weeks for hours of actual work, you are living on the flatline.
The remedy does not require jumping straight to a batch of one. Re-run the race at batch 10, then 5 — most of the benefit arrives long before the batches reach one piece. In practice the limit on batch size is changeover time, which is why SMED and EPEI are the practical companions to this simulation.
Speed is only half the lesson. Enable “hide a defect at Drill” and run the race again: Drill begins producing a defect that only final Test can detect. On the batch line, every part passes through Drill before the first one reaches Test — the defect is discovered after 20 of 20 parts already carry it. On the flow line, Test flags it after 3 parts, because the first piece reaches inspection in 20 seconds. Small batches shorten the feedback loop between making a problem and seeing it — the same principle behind jidoka and stopping the line at the first bad part instead of the thousandth.
The simulator is built to be projected. A 15-minute sequence that works well with production teams, office teams, and leadership alike:
Prefer coins on a table? The free facilitator worksheet above has round-by-round timing sheets and the same debrief questions, so you can run the physical penny game and compare your room’s times against the simulator’s.
The model keeps every variable identical between the two lines so batch size is the only difference: four stations in series, the same fixed cycle time at each, no changeover time, no variability, and instant transfers. Real lines add setup times, uneven station loads, and variation — all of which make batching look better at first and cost more in the end. Balancing uneven station loads is its own discipline; see the Yamazumi chart for that analysis, and takt time to set the target pace demand actually requires.