Dedushka the Hearthkeeper
Vigil: the first Spirit you Reborn each turn costs 1 less Ember.
Invocation (3): return all Spirits from your Nav to your hand.
He has kept this fire since before your grandmother's grandmother.
MORANA: The Open Grave / The Grimoire
Every card in MORANA: The Open Grave, the Slavic folk-horror dueling game: 4 Wardens, 6 Sites and 52 Spirits and Charms of the Hearth, Wild and Neutral courts. Full rules text, nothing hidden. The grave is open information.
| Omen | Fires once, when the card is revealed. |
| Vigil | An ongoing effect, on while the card is in play. |
| Reborn | The Spirit's second life: pay its Reborn cost to summon it back from Nav and fire this band. |
| Clash X | On reveal, send one enemy Spirit here with Power X or less to Nav. |
| Ward | Cannot be targeted or sent to Nav by the enemy. |
| Step | After reveal, may move to a neighboring Site. |
| Rooted | Cannot move, by you or the enemy. |
| Invocation | A Warden-only ability: pay the listed Embers to fire it, once per game. |
Your Warden sits face-up all game and defines your school of play. Each carries a Vigil that is always on and an Invocation you can pay Embers for at the right moment.
Vigil: the first Spirit you Reborn each turn costs 1 less Ember.
Invocation (3): return all Spirits from your Nav to your hand.
He has kept this fire since before your grandmother's grandmother.
Vigil: at Dusk, if you control the center Site, gain +1 Slava.
Invocation (4): your Spirits cannot be defeated this turn.
She decides which seeds live to see the spring.
Vigil: your Clash effects get +1 (Clash X becomes Clash X+1).
Invocation (3): send every enemy Spirit with Power 3 or less at one Site to their Nav.
Everything that drowns, drowns into his kingdom.
Vigil: whenever an enemy Spirit is defeated at a Site you hold a Spirit at, gain 1 Ember next turn.
Invocation (4): Step any of your Spirits to any Sites, then Clash 3 at each.
Her house walks. Her fence remembers every name.
Every duel is fought over three Sites drawn from these six. Each bends the rules of the ground it stands on: learn them and you know the map before the first card falls.
The player controlling this Site gains +1 extra Slava at Dusk.
Older than the village. Older than the gods, some say.
Spirits defeated here cost 1 less to Reborn.
The bell still tolls, muffled, from under the water.
The first card each player commits here is revealed last (a bluffing Site).
Bury nothing here you want to stay buried.
Spirits have Ward on the turn they arrive here.
Knock three times. Never look behind you.
Spirits here cannot Step away; all Clash here gets +1.
The bog freezes not to keep you out, but to keep them in.
At Dusk, the player with fewer Spirits here gains 1 Slava (catch-up).
The dead are patient. They can afford to be.
The spirits of home, field and fire. Hearth plays the long game: protection, Slava at Dusk, and Spirits that come back from Nav stronger than they fell.
Vigil: your other Spirits here have +1 Power. Reborn: +1 Power, permanently.
He minds the fire so you may sleep.
Omen: draw a card. Reborn: draw a card.
The spindle turns whether you watch or not.
Reborn: gain 1 Slava.
Fire loves the barn best in winter.
Omen: another friendly Spirit here gets +2 Power.
Noon belongs to him. Mind the sun.
Ward. Reborn: give a friendly Spirit here Ward.
Knock thrice, or do not enter.
Omen: give a friendly Spirit Ward until your next turn.
She unlocks the day and looses the sun-hounds.
Vigil: enemy Clash at this Site gets -1.
She locks the dark back in its kennel.
Rooted. Vigil: you win Power ties at this Site.
This far, and not one furrow more.
No ability. Sheer presence: the river holds because she holds it.
She guards the bank against the drowned.
Omen: look at the top 3 of your deck, take 1, bottom the rest. Reborn: gain 2 Slava.
Your thread is measured at your first cry.
Omen: return a friendly Spirit from Nav to your hand.
The old priest reads bones like letters.
Omen: your Spirits at this Site cannot be defeated this turn.
The green man remembers every felled tree.
Vigil: your Reborn cost 1 less. Reborn: returns with +3 Power.
The sky-smith strikes; a soul is forged anew.
Vigil: at Dusk, if you control this Site, gain +1 Slava.
Good Dola sleeps. Wake her gently.
Omen: gain 1 Slava for each friendly Spirit in your Nav (max 4).
All the fathers stand behind one name.
A friendly Spirit gains +3 Power (until end of turn).
No guest is turned from the table.
Reborn a Spirit from your Nav to a Site for free.
Bank the coals; the house survives the night.
Give a friendly Spirit Ward and Rooted this turn.
Embroidered against the evil eye.
Gain 1 Slava for each Site you control this turn.
Keep watch. Dawn is a promise, not a gift.
Your Spirits at one Site get +2 Power this turn; you take initiative next turn.
Sing at the door and the year turns kind.
The drowned, the cursed and the hungry dark. Wild trades safety for violence: Clash, removal, and Embers clawed back from the grave.
Reborn: gain 2 Embers this turn.
A smudge of someone who was.
Omen: gain 1 Ember next turn.
Tap the wall. If it taps back, run.
Omen: Clash 3. Reborn: Clash 2.
Her laugh is the last thing swimmers hear.
Reborn: Clash 3.
The bog keeps what it takes.
Step. Omen: if you moved her, she gets +2 Power.
Do not join the dance uninvited.
Omen: the enemy gains 1 Slava; you draw 2 and gain 2 Embers.
Every bargain has fine print in soot.
Omen: an enemy Spirit here has Power 1 until end of turn.
Misfortune found. Now it will not leave.
Omen: on Turn 4+, Clash 5.
She asks riddles at noon. Answer, or wither.
Omen: send an enemy Spirit here with Power 3 or less to their Nav.
She sits on the chest of the sleeping.
Omen: return an enemy Spirit at this Site to their hand.
She sold the storm its thunder, once.
Omen: move an enemy Spirit here to an adjacent Site.
The river-lord collects the drowned as servants.
Reborn: returns with +4 Power and Clash 3.
Bury him at a crossroads. It rarely helps.
Omen: copy the Omen of any Spirit in either Nav.
Wolf, then falcon, then a whisper of a man.
Omen: send the highest-Power enemy Spirit here to their Nav.
Winter is not a season. She is a person.
Omen: Clash 4.
It rises from the lake to claim the herd.
Send an enemy Spirit here with Power 3 or less to their Nav.
Down, down, where the light forgets to go.
An enemy Spirit has Power 0 until end of turn.
It carries fevers and worse intentions.
Draw 2 cards; the enemy gains 1 Slava.
Cheap. That should worry you.
You control a target Site this turn regardless of Power.
The trees close ranks behind you.
Reborn up to 2 friendly Spirits from Nav to one Site.
On this night the door swings both ways.
Gods, firebirds and the deathless. The Neutral cards join either court and carry the loudest legends in the box.
Reborn: +1 Power, permanently.
Every house he leaves grows cold.
Omen: gain 1 Slava and draw a card.
Her song is bliss. It is also a trap.
Omen: the enemy gains no Slava at this Site this turn.
She weeps the storm onto the water.
Vigil: your Reborn Spirits enter with +2 Power.
God of beasts, of the dead, of the sworn oath.
Omen: each player sends their highest-Power Spirit here to Nav; you gain 2 Slava.
The Black God takes his tithe from both.
Omen: gain 2 Slava. Reborn: gain 2 Slava.
One feather lights a hall, and dooms a tsar.
Vigil: the first time this would be defeated each game, instead send it to Nav; it returns at your next Dawn for free.
His death is in a needle, in an egg, in a duck...
Omen: only if you control no Sites, Clash 4 at all three Sites. Reborn: Clash 3 here.
Three heads, three hungers, one long shadow.
Swap a friendly Spirit at a Site with one from your Nav (trigger its Reborn).
Round it goes; where it stops, the year begins.
Gain 2 Slava; if you control 2+ Sites, gain 3 instead.
Leap the fire. Fate leaps with you.
Return all friendly Spirits from Nav to your hand; gain 1 Ember per returned (max 3).
Set a place for the dead. They are hungry.
Defeat an enemy Spirit with Power 6 or less at any Site.
The thunder-god does not miss twice.