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.The group wins together.
- 2.Read the path card, move, and choose Help, Imagine, Build, Notice, or Remember.
- 3.Complete the challenge as a team.
- 4.Gain story sparks for strong teamwork or clear storytelling.
- 5.Spend story sparks to unlock the ending.
- 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
After you play
What confused players?
Which card was most fun?
How long did setup take?