Players have to transport drums and load them on ships. For this, they have two workers, a large one and a smaller one, and a set of 5 cards for each worker to move them. There is a scale with counters (for each worker 1 counter) depicting which worker moves first, second and so on).
In a turn, all players secretly choose one of the numbered cards from each of their card sets.
For the worker which is the first to move, the player revealed the appropriate card and moves his worker the amount of spaces as stated by his card. When one of the workers land on an occupied space, the (passive) worker is pushed to the opposite side of the warehouse. When this place is already occupied the (passive) worker won’t move. The (active) worker will be moved back to the next unoccupied place.
When all players have made their moves, the warehouses are checked if there is a worker next to a chamber. Players take as many drums in their colour as barrels in the room they are next to. The barrels are placed in one or more of the ships in the harbour (4 ships); players may decide freely.
When a worker is next to a room where broken barrels are, the player must take as many drums in his colour from any of the ships. When a worker is next to a room depicting also a silver coin, the player gets a silver piece from the common stock.
Majorities with barrels on ships are important for scoring points. When a ship is fully loaded, or if it is the leftmost ship, loaded or not, it gets scored at the end of the round after which it is taken away (barrels/drums go back to the players’ stock); the other ships move left accordingly and a new ship is taken from a blind stack of ships tiles
There are scores for first, second and third positions (the latter in a game of 3 or 4 players) on the ship.
For the next round the last worker (in play order) will become first worker (shifting the counter on the scale).
For three silver coins an extra worker for the current round can be bought, but this worker always must be the first to move in a round. This worker gets no penalty if his move ends near a room with broken barrels.
The configuration of the warehouse cards each game is different, as these are loose tiles. When the stack is depleted, the game ends.