Adventure Stories rulebook guide
Hollowmere Pathways is a cooperative Koyo story-board game for families and classrooms. This guide covers the rules, what's in the box, and a sample turn.
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.
Sample turn
- Reveal: Draw the path card Echo Bridge. It says Koyo hears the river repeat a word the team has not said yet.
- Move: Move from Brightlands toward the River Path. The group chooses the Notice action.
- Challenge: Draw a memory challenge: name the last two places visited in order. Mira lets one player draw the answer instead of speaking.
- Reward: The group answers together, gains one story spark, and protects the lantern path this turn.
- 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.
