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Backer FAQ: What You Get, Shipping and Timeline

Before you pledge to a game about the dead, you deserve straight answers about the living details: what arrives at your door, when it is likely to arrive, and what happens if the road runs long.

This page is written for two kinds of reader: the backer deciding whether to pledge, and the backer who already has and wants to know what comes next. Everything below describes the planned launch and is framed as an estimate, not a guarantee. Where a number would be misleading before the campaign locks, we leave it out on purpose. What we will not do is dress up a hope as a fact.

What is actually in the box

The core pledge is planned to be the complete HYBRIS set: all 206 cards of Set I, meaning every Warden, every Site, every Spirit and every Charm in it, plus the six tokens three of those cards need to be played as printed. There are no booster packs and no random pulls. You are not buying a chance at the game, you are buying the whole game. If a card exists in the set, it is in your box.

Alongside the cards, the launch box is planned to include:

Premium foils and numbered editions, where offered, are cosmetic only. They look extraordinary on the table but grant no gameplay advantage, so a standard set and a deluxe set play from the exact same card pool. Nothing about MORANA is pay-to-win. You can read the full reasoning on the fixed distribution page.

The short version: one pledge, one complete game. Because every buyer of a set receives the same cards, no backer can ever open a luckier box than another. What varies between tiers is finish and scarcity, never power.

Which set ships first

MORANA is built as a line of self-contained sets, and the one that funds and ships first is HYBRIS, Set I, 206 cards of Greek myth. It is finished and fully illustrated, and it is the one this campaign is about. It is a complete, playable game on its own. The Slavic First Turning is Set II and follows it to press; you can already play it free in your browser.

Any later set is a separate campaign and a separate delivery. You never need a future set to play the game you back at launch, and you are never quietly locked out of content you already own. If and when a later set is revealed, it will get its own page, its own showcase and its own honest timeline, and backing it will always be a fresh choice rather than an automatic charge.

Price, the Founders' List, and changing your mind

The most common question before any pledge is the one about money, so here is the honest shape of it. We do not print a price before the campaign opens, because a number quoted early is a number we might have to break, and we would rather quote nothing than quote wrong. What we can promise is simple: the Founders' List is free and binds you to nothing, and you hear from us once, when the campaign opens, so you are first to know and first to decide.

The Founders' List itself is free and non-binding. It takes an email and charges nothing. There is no payment now, no obligation to pledge later, and we write to you exactly once, when the campaign opens, and not before. You can walk away at any point.

The same holds after you pledge. On the crowdfunding platform you can adjust or cancel your pledge while the campaign is live, and payment is only ever taken if the campaign successfully closes. If it does not fund, no one is charged at all. Backing early helps a small, honest project reach the light; it never traps you.

And if you are not sure the game is worth it, do not take our word for it: play the First Duel free, print the full set and try it at your table, and read the open dev log on how it was balanced across four passes and more than 130,000 simulated games. We would rather you test the thing than trust us about it.

The realistic timeline, framed as estimates

Here is the part most campaigns rush and most backers wish they had not. We treat every date as a planned estimate, subject to change, because the honest truth of manufacturing is that some steps are outside anyone's total control. The sequence, from the day the campaign closes, is planned to run roughly like this:

  1. Campaign closes and counts lock. Final pledge numbers and shipping addresses are collected. Only now do we know exactly how many of each item to print.
  2. Print run is placed. Because MORANA is printed to demand, the order goes to the printer after the campaign, not before. This is the single biggest reason a fixed-distribution game is safe to back, and also why it is not instant.
  3. Production and proofing. The printer manufactures the run and we check proofs. Card games have real lead times here, and quality is worth a short wait.
  4. Freight and customs. Finished stock travels from the printer, clears customs where relevant, and reaches the fulfilment point.
  5. Fulfilment and packing. Individual orders are picked, packed and handed to carriers, region by region.
  6. Delivery. Your parcel completes the last leg to your door.

Stacked end to end, a conservative window runs several months from campaign close through to parcels landing. We would rather quote a cautious estimate and beat it than promise a fast date and miss it. When the campaign goes live, the estimated month will be stated plainly on the campaign page, and it may still move if a supplier does.

How print-to-demand affects your wait

Fixed distribution is the reason MORANA can launch honestly, and it is also the reason it is not shipped overnight. A game sold in random packs has to gamble on a large print run before anyone buys, sitting on inventory. MORANA does the opposite: we print after the campaign, in the exact quantity ordered, with zero unsold-inventory risk.

The trade-off is time. Printing after the fact adds a production step between your pledge and your parcel that an off-the-shelf product does not have. We think that trade is worth it, and we would rather you understand it going in than feel surprised by it later. In exchange, the game you back is far more likely to actually get made and to reach you as promised.

Regional shipping expectations

Shipping realities differ by where you live, and we would rather set expectations than paper over them. In broad, planned terms:

Home region
The region the campaign fulfils from first is expected to see the quickest delivery and the simplest, lowest shipping. Details are confirmed on the campaign page before you pledge.
Neighbouring regions
Nearby regions are planned to follow closely, with shipping estimated at checkout so there are no surprises after you commit.
Farther regions
More distant destinations may take longer and cost more to reach, and in some places local import taxes or duties can apply on arrival. Where that is a factor, we flag it plainly rather than let a customs bill ambush you.

Exact regions served, carriers and shipping costs are finalized when the campaign goes live and may change before then. If a destination cannot be served responsibly at launch, we will say so on the campaign page rather than take a pledge we cannot fulfil.

What happens if a date moves

Delays are the norm in crowdfunded manufacturing, not the exception, and we plan for them out loud. If any planned date slips, our commitment is simple:

Print-to-demand removes the worst failure mode, a project that overprints and collapses under unsold stock. It does not remove the ordinary friction of factories, freight and carriers. Treating those risks as real is how a small, honest launch stays trustworthy.

How to reach the team

Before the campaign, the best way to stay close to the project and to be first in line is the Founders' List, where launch updates and the confirmed timeline are shared before anyone else. Prospective and confirmed backers with a specific question can reach the team directly through the contact on the press and contact page. Once the campaign is live, updates and messages also run through the crowdfunding platform itself, so an answer is never more than a message away.

Frequently asked

What is actually in the box?
At launch the core pledge is planned to be the complete HYBRIS set, all 206 cards, every Warden, Site, Spirit and Charm, with no random packs, plus the six tokens, a rules reference and a quick-start guide. Exact inserts and packaging may change before the campaign.
Which set ships first?
HYBRIS, Set I, funds and ships first: 206 cards of Greek myth, finished and fully illustrated. Any other set is a separate campaign and delivery, and is never required to play what you back at launch.
When will I get my copy?
Every date is a planned estimate. Because MORANA is printed to demand, the run is placed after the campaign closes, so a conservative window runs several months from campaign close through printing, freight and fulfilment.
What happens if the timeline slips?
We post an honest update explaining what happened and give a revised estimate. Print-to-demand removes the unsold-inventory risk, but not the ordinary delays of manufacturing and shipping, so we plan for them openly.
How much will MORANA cost?
The price is set when the campaign opens, not before, so we do not quote a number we might have to change. Nothing is charged now, and joining the Founders' List never obligates you to pledge. We write to you once, when the campaign opens, and you decide then.
Does joining the Founders' List cost anything or commit me to buy?
No. It is free and non-binding. It takes an email and charges nothing: no payment now and no obligation to pledge later. You can walk away at any time, and we write to you once, when the campaign opens, and not before.
Can I change or cancel my pledge?
Yes. While the campaign is live you can adjust or cancel your pledge directly on the crowdfunding platform, and payment is only taken if and when the campaign successfully closes. Before that nothing is charged, and if a campaign does not fund, no one is charged at all.
How do I know the game is good before I pledge?
You do not have to take our word for it. You can play the First Duel free in your browser, print the full print-and-play set and try it at your own table, and read the open dev log on how the game was balanced across four passes and more than 130,000 simulated games. We would rather you test it than trust us.
How many players is it and how long is a game?
MORANA is a two-player duel, and a full game runs about 15 minutes thanks to a hard turn cap that keeps it from dragging. The free teaching First Duel is shorter still, a few minutes, and teaches the core bluff before you commit to the full ruleset.
Join the Founders' List See the campaign How distribution works

All contents, dates, regions and shipping details on this page describe the planned First Turning launch and are estimates, not promises; final numbers lock when the campaign goes live and may change before then. Rules terms are summarized from the official Rules Reference. This page describes MORANA only and does not reference any other product.