Everything you love about Sand Dollars, turned up. The only change is the starting stack — instead of 3 Sand Dollars, everyone starts with 5. That small difference means more rounds, bigger comebacks, and a pot that builds all game long before someone finally takes it. Great for groups who feel like the base game ends too fast.
How to play:
- Everyone starts with 5 Sand Dollars instead of 3
- Roll dice equal to how many Sand Dollars you have, up to 5 dice
- Everything else plays exactly like the base game
- Last player with Sand Dollars wins
Best for: Longer evenings, groups who want more back-and-forth, anyone who always feels like they go out too early.
2. Shark Week
One player is secretly the Shark. Nobody knows who. The Shark plays the whole game normally — except when they roll a Hook, they steal 2 Sand Dollars instead of 1. At any point, any player can call a Shark Alert. Everyone points to their suspect on the count of three — no changing your answer once the count starts. Majority points to the Shark and they're immediately eliminated, their dollars washed into the Ocean. Majority is wrong and the player who called the alert loses 1 Sand Dollar as a penalty. One alert per game. If the Shark makes it to the end without getting caught, they reveal themselves and take the win.
How to play:
- Before the game, secretly deal one player the Shark card — keep it hidden
- The Shark plays normally except Hook = steal 2 Sand Dollars instead of 1
- Any player can call a Shark Alert on their turn instead of rolling
- On the count of three, all players point to their suspect simultaneously — no takebacks
- Majority correct = Shark eliminated, their dollars go to the Ocean
- Majority wrong = the player who called it loses 1 Sand Dollar, game continues
- One Shark Alert allowed per game
- Shark reveals themselves when they win if never caught
Best for: 4–8 players, groups who love Among Us energy, anyone who gets suspicious when someone keeps rolling Hooks.
3. Rescue Mission
In the base game, a Life Guard Cross is a nice bonus. In Rescue Mission, it's a real decision. When you roll one, you choose: recover 2 Sand Dollars for yourself from the Ocean, or spend your turn saving another player — they get 2 back and you earn 1 bonus Sand Dollar for the save. You can even use it to bring a Bubble player back into the game. Every Life Guard roll matters now.
How to play:
- Life Guard Cross = your choice every time it lands
- Save yourself: recover 2 Sand Dollars from the Ocean to your stack
- Save someone else: they recover 2, you earn 1 bonus Sand Dollar
- Can rescue a Bubble player — they re-enter with 2 Sand Dollars
- If the Ocean is short, take what's there
- Everything else plays standard
Best for: Groups who want more strategy per roll, anyone who thinks the base game is too random, players who like having a meaningful choice on every turn.




































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