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Print-and-play edition

Adventure Stories: Hollowmere Pathways

Print these low-ink sheets, cut out the cards and tokens, and play a quick round tonight — a fun, free way to try the game before the beautifully made box arrives.

Tiny board

Region 1

Glow Gate

Draw a path line to one neighboring region before play.

Region 2

Brightlands

Draw a path line to one neighboring region before play.

Region 3

River Path

Draw a path line to one neighboring region before play.

Region 4

Moonlit Hush

Draw a path line to one neighboring region before play.

Region 5

Sky Isle

Draw a path line to one neighboring region before play.

Region 6

Echo Bridge

Draw a path line to one neighboring region before play.

Region 7

Firefly Fen

Draw a path line to one neighboring region before play.

Region 8

Return Path

Draw a path line to one neighboring region before play.

Quick rules

  1. 1.The group wins together.
  2. 2.Read the path card, move, and choose Help, Imagine, Build, Notice, or Remember.
  3. 3.Complete the challenge as a team.
  4. 4.Gain story sparks for strong teamwork or clear storytelling.
  5. 5.Spend story sparks to unlock the ending.
  6. 6.If the lantern path runs out, read the soft landing ending and try again with one more starting spark.

Game cards

Path

Echo Bridge

Koyo hears the river repeat a word the team has not said yet. Move to the River Path and choose Notice or Imagine.

Path

Glow Gate

The lanterns brighten when everyone names one helpful thing their character can do.

Challenge

Two Places Back

Name the last two places visited in order. If the group agrees, gain one story spark.

Challenge

Draw The Clue

Draw a symbol from the current region. Another player explains what it might mean.

Helper

Pip's Tiny Brave Step

Prevent one lantern loss after a hard challenge.

Ending

Lantern Picnic

Spend three story sparks. Each player adds one sentence about what the team shares at the Glow Gate.

Cut-out tokens

Koyo
Mira
Numi
Orbit
Beat
Pip
Lantern
Story Spark
Bridge
Map
Leaf
Moon

After you play

What confused players?

Which card was most fun?

How long did setup take?