We analyze experimental data from the Beer Game in which the customer orders are constant (4 cases/week) and all the subjects are informed about this fact before the game starts. Even though the experimental settings disfavor oscillation and amplification, we still observe them. To analyze the decisions made by the subjects, we first estimate the decision rule used by Sterman (1989). This analysis suggests that typically subjects do not understand the time delays and the stock and flow structure of the Beer Game. Next, we relax some assumptions of this decision rule and use more sophisticated alternatives. These alternative decision rules do not yield overall improvement in terms of fit to the real data. However, for some subjects, these decision rules lead to significant improvement. Our analysis reveals strong evidence that these subjects were caught up in a reinforcing phantom ordering loop even though the experimental conditions strongly disfavor such behavior.