Your shift scored 0 points.
Goods come onto the dock. Slide each one up into the trailer whose box takes it before the dock clock runs out.
The all-time top 20 from every plant.
Truck trailers stand side by side across the loading bay, backed up to the dock. Each trailer has one open box, labelled with the one good it takes — no two open boxes ever take the same thing. A good comes onto the dock at the bottom: slide it up into the trailer whose box takes it. Put your finger down, move it to the right lane and let go or flick up; or press ← → to pick a lane and ↑ or Space to throw, or 1–5 to throw straight into that trailer. The Next panel shows what comes after it.
Four goods fill a box. It is taped shut and stays where it is, and the next box opens below it. Five boxes fill a trailer: the truck pulls away and an empty trailer backs in. Tape five boxes and you go up a level: the dock clock gets shorter and the catalogue moves on, from light bulbs at level 1 to rockets. At level 4 a fourth trailer backs in, and at level 7 a fifth.
Throw a good at a box that does not take it and it drops back onto the dock, and the dock jams for a moment while the clock keeps running. A good still on the dock when the clock runs out is a fault, and three faults end the shift. Every shift starts with one override and earns another on every level, up to 3: press O to run the clock at half speed for six seconds. On a dead shift an override puts the line back on instead and wipes a fault.
Load goods back to back to build a combo: every 5 in a row raises the points multiplier by one, up to ×5. A bad throw or a fault breaks it. From level 3 a gold rush order sometimes comes in: its clock is shorter, but it pays triple. From level 2 a wildcard crate sometimes comes in, and it fits any open box.
What's your name, foreman? It goes on the all-time Top Foremen list.