Green Hollow

2-6 players | 90+ minutes

A team story-telling game that takes you back to the ancient village of Green Hollow to spark insights about modern teamwork.

In Green Hollow, you take on the role of a team delivering a community project in an ancient village.

Green Hollow’s simple prompt-driven gameplay generates compelling story moments that inspire teamwork insights.

Powered by Story SythImage

Play with your team to spark conversations about teamwork, or just to have a fun and creative break!

60 - 90 minutes

2-6 players

Play in person or web browser

Historical fiction setting

Serious and playful themes

Collaborative story telling

May be surprising

Play Green Hollow now!

Green Hollow is our gift to you and your team. Why not try it for your next team-building session?

Want to explore Green Hollow with your team?

Image

While you can run Green Hollow yourself, an external facilitator can:

  • Make it fun and easy to get the game rolling with your team
  • Guide the post-game debrief in a way that draws out actionable insights
  • Free you up to participate in the play
Get info and pricing

Entering the ancient village of Green Hollow...

Here is a little more context to ease your pathway to play.

Becoming a villager

In Green Hollow, your group of 2 to 6 players each take on the role of a member of a fictional project team. Over the course of 1 to 2 hours, you’ll take turns drawing cards and responding to questions about key moments during your project. Learn how your story will unfold together, card by card.

What you need

To play Green Hollow, you will need at least one digital device, to display the game to all players. There is no physical version (yet!).

If you are playing remotely, one player should use the "Take me to Green Hollow" button above, and then follow the instructions to create a session.

Then they will supply the link for that session to everyone else. Each player should load the Green Hollow session in their own web browser using that link. Any time one player advances a card, everyone will see the cards change. Screen sharing not necessary!

How to play

The instructions on how to play are baked into the game. Once everyone is in a game session together, just follow the prompts on the screen!

As much as possible, we’ve designed Green Hollow to be playable by anyone, regardless of their confidence with games of any sort. If no one in your group has played Green Hollow before, or is not familiar with story games, role-playing games, or improv, that’s just fine!

Feel free to take more time with the instructions and leave plenty of time for the questions too.

Playing with a facilitator

Green Hollow is designed to spark insights about teamwork. While it is designed to work without a facilitator, a good facilitator can smooth the experience, hold space for deeper inquiry, and even situate Green Hollow within a larger workshop or program.

You don't need to be a professional facilitator to help your friends get more out of Green Hollow. Even if you've just played before, or you're a confident gamer who has read the rules ahead of time, you can uplift the play experience for others.

A debrief right after the game is an easy way to capture insights about teamwork. For some example debrief questions, check out our post-game page.

Create the next Green Hollow with us

Green Hollow is just one step in our journey. We plan to make games with different settings to explore teamwork in different ways. Could our next awesome adventure be on a starship? At a magical school? Or just a normal small town? Each setting will have improved game mechanics that help these ideas come to life.

If you’d like to hire Amble Studio to customise Green Hollow or another game for you, please contact us via the form below. 

If you are a game designer, you’re invited to remix Green Hollow. Get in touch and we can help you set up a version of your own powered by StorySynth. We’d love to see what you create!

Enjoying Green Hollow?

Buy us a cuppa!

When you make a small donation to our ko-fi, it makes a big difference to our ability to keep making free-to-play games.