Koyo
Main guide
Glow Again: restore a lantern or turn a failed challenge into a shared story spark.
A cooperative Koyo board-game system where families and classrooms move through Hollowmere, solve gentle challenges, collect story sparks, and build a different ending every session.

Core game
Expansion-ready
Coming soon
The turn loop is simple enough for first play, but flexible enough to create new stories from the same box.
Reveal a path card
Move through Hollowmere
Choose Help, Imagine, Build, Notice, or Remember
Resolve a story challenge together
Collect story sparks and protect the lantern path
See exactly how a turn plays out, so you know what game night will feel like before it arrives.
Print quick-start sheetOpen print-and-playStep 1
Reveal
Draw the path card Echo Bridge. It says Koyo hears the river repeat a word the team has not said yet.
Step 2
Move
Move from Brightlands toward the River Path. The group chooses the Notice action.
Step 3
Challenge
Draw a memory challenge: name the last two places visited in order. Mira lets one player draw the answer instead of speaking.
Step 4
Reward
The group answers together, gains one story spark, and protects the lantern path this turn.
Step 5
Story beat
A player adds one sentence: The bridge repeats kind words so lost travelers can find their way back.
Main guide
Glow Again: restore a lantern or turn a failed challenge into a shared story spark.
Sketch and observation
Draw the Clue: drawing can replace speaking during Notice or Imagine actions.
Pattern and logic
Count the Path: rearrange one route or ignore one blocked edge.
Wonder and map reading
Look Up: reveal two path cards and choose the better route.
Rhythm and movement
Tap Together: clap, tap, or chant a pattern to gain one story spark.
Bedtime courage
Tiny Brave Step: prevent one lantern loss after a hard challenge.

1
Four-panel Hollowmere map with Glow Gate, Brightlands, Moonlit Hush, River Path, and Sky Isle regions.
6
Koyo, Mira, Numi, Orbit, Beat, and Pip with matching character boards.
54
Region, moment, and choice cards that move the adventure forward.
36
Memory, pattern, drawing, movement, rhythm, sequencing, and kindness challenges.
18
Character assists, shortcuts, lantern repairs, story-spark bonuses, and rescues.
12
Cozy, celebration, discovery, quiet, mystery, and classroom reflection endings.
36
Lantern, story-spark, badge, and region marker tokens.
3
Quick-start card, full rulebook, and parent/facilitator guide.
The game system is built for a core box first, then card, classroom, and token products that make sense as separate store listings.

New Brightlands, Moonlit Hush, river, and sky-isle paths that keep the story engine replayable.

Deluxe character pieces, lantern counters, story sparks, region markers, and a storage pouch.

Four-table cooperative play with facilitator sheets, reflection pages, and writing bridges.
Everything you need for game night, packed and ready to play together.
1
Four-panel Hollowmere map, matte finish, readable region icons and path lines.
54
Path, challenge, helper, and ending cards with color-coded backs.
6
Koyo, Mira, Numi, Orbit, Beat, and Pip with matching bases.
24
Lantern, story-spark, badge, and region markers for first proof run.
1 set
Quick-start card plus folded rule sheet and facilitator notes.
1
Core box with component wells for board, cards, standees, tokens, and rules.