Koyo
Main guide
Glow Again: restore a lantern or turn a failed challenge into a shared story spark.
A cooperative Koyo board-game system where families and classrooms move through Hollowmere, solve gentle challenges, collect story sparks, and build a different ending every session.

Core game
Expansion-ready
Checkout locked
The turn loop is simple enough for first play, but flexible enough to create new stories from the same box.
Reveal a path card
Move through Hollowmere
Choose Help, Imagine, Build, Notice, or Remember
Resolve a story challenge together
Collect story sparks and protect the lantern path
A visible sample turn gives families and playtesters confidence that the game is more than box art.
Print quick-start sheetOpen print-and-play prototypeStep 1
Reveal
Draw the path card Echo Bridge. It says Koyo hears the river repeat a word the team has not said yet.
Step 2
Move
Move from Brightlands toward the River Path. The group chooses the Notice action.
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.
Step 4
Reward
The group answers together, gains one story spark, and protects the lantern path this turn.
Step 5
Story beat
A player adds one sentence: The bridge repeats kind words so lost travelers can find their way back.
Main guide
Glow Again: restore a lantern or turn a failed challenge into a shared story spark.
Sketch and observation
Draw the Clue: drawing can replace speaking during Notice or Imagine actions.
Pattern and logic
Count the Path: rearrange one route or ignore one blocked edge.
Wonder and map reading
Look Up: reveal two path cards and choose the better route.
Rhythm and movement
Tap Together: clap, tap, or chant a pattern to gain one story spark.
Bedtime courage
Tiny Brave Step: prevent one lantern loss after a hard challenge.

1
Four-panel Hollowmere map with Glow Gate, Brightlands, Moonlit Hush, River Path, and Sky Isle regions.
6
Koyo, Mira, Numi, Orbit, Beat, and Pip with matching character boards.
54
Region, moment, and choice cards that move the adventure forward.
36
Memory, pattern, drawing, movement, rhythm, sequencing, and kindness challenges.
18
Character assists, shortcuts, lantern repairs, story-spark bonuses, and rescues.
12
Cozy, celebration, discovery, quiet, mystery, and classroom reflection endings.
36
Lantern, story-spark, badge, and region marker tokens.
3
Quick-start card, full rulebook, and parent/facilitator guide.
The game system is built for a core box first, then card, classroom, and token products that make sense as separate store listings.

New Brightlands, Moonlit Hush, river, and sky-isle paths that keep the story engine replayable.

Deluxe character pieces, lantern counters, story sparks, region markers, and a storage pouch.

Four-table cooperative play with facilitator sheets, reflection pages, and writing bridges.
This is the gate between a public concept page and a sellable physical game. Checkout stays locked until this path is real.
Gate 1
Paper prototype: board, 54 cards, 6 standees, 24 tokens, one-page rules.
Gate 2
Family playtest: five sessions, observe setup confusion and turn length.
Gate 3
Classroom playtest: two small-group sessions, verify facilitator burden.
Gate 4
Art prototype: board map, 18 sample cards, box cover.
Gate 5
Component proof: board fold, card finish, token punch, box insert.
Gate 6
Compliance review: small parts, age labels, warning text, packaging claims.
Gate 7
Store unlock: only after fulfillment route, proof sample, and replacement policy are known.
The first quote target is intentionally smaller than the final deluxe component set so samples can move faster through proofing.
1
Four-panel Hollowmere map, matte finish, readable region icons and path lines.
Confirm folded size, mounted board thickness, and box fit.
54
Path, challenge, helper, and ending cards with color-coded backs.
Quote poker-size cards, linen vs. smooth finish, and shrink wrap.
6
Koyo, Mira, Numi, Orbit, Beat, and Pip with matching bases.
Confirm standee material, base count, die-cut tolerance, and replacement cost.
24
Lantern, story-spark, badge, and region markers for first proof run.
Quote punchboard vs. chipboard tokens and minimum sheet quantity.
1 set
Quick-start card plus folded rule sheet and facilitator notes.
Confirm booklet/folded-sheet pricing and insert placement.
1
Core box with component wells for board, cards, standees, tokens, and rules.
Quote empty-space tolerance, insert material, and packed weight.
These prompts are the production brief for the next image pass: box art, board layout, card spread, accessories, and classroom pack imagery.
Core box hero: Koyo and the full cast around a rich Hollowmere board, visible cards, standees, lantern tokens, premium family board-game product photography, bright storybook background.
Board layout: printable four-panel Hollowmere map, clear paths, readable region icons, Koyo lantern motif, warm and bright palette.
Card deck spread: organized path, helper, challenge, and ending cards with Koyo-led art and clean readable hierarchy.
Classroom pack: four boards, shared decks, facilitator guide, reflection worksheets, warm homeschool/classroom table scene.