Adventure Stories rulebook guide

Hollowmere Pathways is a cooperative Koyo story-board game for families and classrooms. This guide walks you through the rules, components, and a sample turn so you can start playing right away.

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.

Sample turn

  1. Reveal: Draw the path card Echo Bridge. It says Koyo hears the river repeat a word the team has not said yet.
  2. Move: Move from Brightlands toward the River Path. The group chooses the Notice action.
  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. Reward: The group answers together, gains one story spark, and protects the lantern path this turn.
  5. Story beat: A player adds one sentence: The bridge repeats kind words so lost travelers can find their way back.

Component system

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.

What's in the box

Folding game board · 1

Four-panel Hollowmere map, matte finish, readable region icons and path lines.

Cards · 54

Path, challenge, helper, and ending cards with color-coded backs.

Character standees · 6

Koyo, Mira, Numi, Orbit, Beat, and Pip with matching bases.

Tokens · 24

Lantern, story-spark, badge, and region markers for first proof run.

Rules · 1 set

Quick-start card plus folded rule sheet and facilitator notes.

Box and insert · 1

Core box with component wells for board, cards, standees, tokens, and rules.