Teach the Game
A script to read aloud: the goal, the boards, a turn, the end and every way to make or lose money.
How you win
“Container is a shipping economy run entirely by the players. You own factories that make containers and warehouses that store them, and you sail a cargo ship. The twist: you can never buy or ship your own containers — someone else has to buy them from you. After about an hour, whoever has the most
cash wins.”
To win you need
cash.
Cash comes from three places:
- Selling — other players buy containers from your factories
and from your
harbor
, paying the prices you set. - Delivering — sail a full ship to Container Island and auction the cargo
. You get the
winning bid and the same amount again from the government. - Containers on Container Island — the ones you win in other players’ delivery auctions score at the end, at the values on your secret scoring card.
The loop in two sentences: factories make containers, harbors resell them, ships carry them to the island and auction them off. Every step is a sale to another player, so the money keeps moving around the table — your job is to sit where it flows.
The boards

Your player board has a factory district (bottom) and a harbor district (top). Letters as in the rulebook’s picture:
- A Scoring card and B hand — secret.
- C Factories — up to four, all different colours.
- D Factory lots — $1–$4: the price of what you produce.
- E Factory limit — 2 containers per factory.
- F Warehouses — up to five.
- G Harbor lots — $2–$6: the price of what you resell.
- H Harbor limit — 1 container per warehouse.
- I Docks — opponents’ ships moor here to buy from you.

In the middle are two islands in an ocean:
- A Ships and B the ocean — two
Sail actions per trip. - C Scoring areas on Container Island — one per player.
- D Bank lots — three container lots and three
cash lots up for auction. - E Bid tiles and tokens — used to bid at the Bank.
- F Holding areas — containers you won at the Bank wait here.
- G Loan cards — $10 each, at most two.
Full tour: The Boards and the Supply Chain.
A turn
Turns go clockwise. On your turn:
- Pay
loan interest — $1 to the Bank for each
loan you have. - Win your Bank auction — if your bid on a Bank lot survived a full round, you win it.
- Take two actions — the same one twice is fine, except the two marked
:
| Action | What it does |
|---|---|
| Pay the supply for your next factory (new colour) or warehouse. | |
| Pay $1 wages to the player on your right; each factory makes one container; price them. | |
| Buy any number of containers from one opponent’s factory lots; put them in your harbor and price them. | |
| Docked at an opponent’s harbor: buy from it and load your ship (max 5). | |
| Harbor/island → ocean, or ocean → harbor/island (free Anchor action on arrival). | |
| Rearrange the prices in one district. | |
| Start or raise a bid on one of the Bank’s lots. |
Free actions any time on your turn: take a
loan (even on other turns), repay a
loan. Sailing to
Container Island starts a delivery auction and ends your turn at once. Details:
Actions and Auctions.
How the game ends
When the supply runs out of two colours of containers, the active player finishes their turn and the game ends. Open Bank auctions go to their current high bidder. Then everyone scores:
- Discard your most common colour on Container Island (it scores $0).
- Score the rest with your secret scoring card.
- Score leftover containers: $3 on your ship or in your Bank holding area, $2 in your harbor, $0 in your factories.
- Pay $11 for each
loan still open.
Most
cash wins; tie → most containers in your factory district. See Game End and Scoring.
Ways to score
| Source | How and when |
|---|---|
| Opponents’ Factory Purchases pay your factory prices ($1–$4 each). | |
| Sales from your harbor | Opponents’ Harbor Purchases pay your harbor prices ($2–$6 each). |
| Union wages | +$1 each time the player on your left produces. |
| Delivery auctions | The winning bid plus an equal government subsidy (none if you buy the cargo out yourself). |
| Bank auctions | Win a |
| Container Island (end) | $10, $6, $4, $2 per container by colour on your card; the two-value colour scores $10 if you have all five colours there, else $5. Your most common colour scores $0. |
| Leftover containers (end) | $3 each on your ship or in your Bank holding area, $2 in your harbor, $0 in your factories. |
| Building costs | Factories and warehouses cost |
| Wages, purchases, bids | $1 wages per |
| $1 interest per |
What each resource is for
| Resource | Why you need it | How you get it | How you use it |
|---|---|---|---|
| It is the score — and pays for everything. | Sales, deliveries, subsidies, wages, Bank | ||
| They are the goods; only island containers score big. | Sell, ship, deliver, bid at the Bank. | ||
| Factories | More containers per | ||
| Warehouses | Bigger harbor storage (+1 each). | Hold more containers to resell. | |
| The only way to Container Island. | You start with it. | Carry up to 5 containers; never enters your own harbor. | |
| Scoring card | Tells you what island containers are worth to you. | Dealt secretly at setup. | Bid high for your $10 colours, avoid your most common colour. |
| Hide how much you bid. | Two each at setup. | Mix into delivery bids; take them back after. | |
| Quick $10. | Free action, max two at a time. | Pay $1 interest each turn; repay $10 later. |
Teaching tips
- Start with the rule that surprises everyone: you never buy or ship your own containers. Then follow one container from a factory to a harbor, onto a ship and into an auction.
- Say early that the goal is
cash, not containers — new players over-invest in buildings and
island containers. - Explain the delivery auction before the Bank: the subsidy is where new money enters the game.
- Deal the scoring cards face up in a first teach to show how values differ, then deal real ones.
- [More] Teach the base game first; add the More Containers modules one at a time.