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Quick-start rules

Adventure Stories: Hollowmere Pathways

A cooperative Koyo story-board game for 1-4 players. Move through Hollowmere, solve gentle challenges, collect story sparks, and reach a shared ending before the lantern path fades.

1-4

Players

5+

Family mode age anchor

10-35

Minutes by mode

Setup

  1. 1.Place the Hollowmere board in the center of the table.
  2. 2.Put Koyo at the Glow Gate.
  3. 3.Each player chooses one helper character board.
  4. 4.Shuffle story path, challenge, helper, and ending cards into separate decks.
  5. 5.Reveal one destination card or choose a destination from the quick-start sheet.
  6. 6.Place 6 lantern tokens on the lantern track for quick mode or 10 for full mode.
  7. 7.Place 3 story sparks near the board as the shared starting pool.

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.

Actions

Help

Use for cooperation, kindness, and repair moments.

Imagine

Use for story creation and expressive language.

Build

Use for spatial, sequencing, and craft-like challenges.

Notice

Use for memory, observation, matching, and pattern checks.

Remember

Use for recap, sequencing, and reading-comprehension bridges.

Sample turn

  1. Step 1

    Reveal

    Draw the path card Echo Bridge. It says Koyo hears the river repeat a word the team has not said yet.

  2. Step 2

    Move

    Move from Brightlands toward the River Path. The group chooses the Notice action.

  3. 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.

  4. Step 4

    Reward

    The group answers together, gains one story spark, and protects the lantern path this turn.

  5. Step 5

    Story beat

    A player adds one sentence: The bridge repeats kind words so lost travelers can find their way back.

What's in the box

Board

1

Four-panel Hollowmere map with Glow Gate, Brightlands, Moonlit Hush, River Path, and Sky Isle regions.

Character standees

6

Koyo, Mira, Numi, Orbit, Beat, and Pip with matching character boards.

Story path cards

54

Region, moment, and choice cards that move the adventure forward.

Challenge cards

36

Memory, pattern, drawing, movement, rhythm, sequencing, and kindness challenges.

Helper cards

18

Character assists, shortcuts, lantern repairs, story-spark bonuses, and rescues.

Ending cards

12

Cozy, celebration, discovery, quiet, mystery, and classroom reflection endings.

Tokens

36

Lantern, story-spark, badge, and region marker tokens.

Rules

3

Quick-start card, full rulebook, and parent/facilitator guide.

The full game is coming soon

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