DG sits in the low-price-point class, and that one fact shapes how the load behaves. The merchandise is the broad, inexpensive consumer goods a discount channel turns over fast, the small everyday stuff that fills a bin and sells by the piece. The signature is low price points and high velocity. When a DG load runs, it does not sit and cool the way pricier classes do. It moves, because the floors that buy it are built to move it.
Low per-piece stakes change how the operation runs. The work strips down to sorting and shelving, which is why this class forgives a newer operator. A miss on a cheap piece is a cheap miss, and the lesson costs next to nothing. What the class asks for in return is velocity. The profit comes from turns, not from singles, so a slow floor leaves a DG load sitting instead of selling, while a fast floor clears it cheap and often.
Condition is retailer-sourced and varies, so we describe the condition the way the load record shows it, rather than rounding it up, and we pass along the photos as we get them. We name box damage separately from product damage, because a dented carton and a damaged piece are two different problems. Manifests describe expected contents and are provided for reference. Actual contents can vary, so we note condition honestly and flag what we cannot control. Each tile says whether the load ships with a manifest.
DG suits a high-volume floor that prices low and turns fast. Bin stores and discount or dollar stores are the native channels, swap meets move the long tail at weekend speed, and individual sellers work the slices that fit their floor. The grid runs lean for this code right now, so the alert is how you catch the next one. Signups are tagged by vendor, category, and region and matched against live inventory, so the moment a DG load goes live, the message reaches you.