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MORANA Guides

Learn the game, sharpen your play, and understand what makes MORANA different. Every guide we have written, laid out from first game to deep strategy.

Start hereLearn the game

How to Play
The full rules: three worlds, Embers, the four-step turn, the Turning, and the six keywords.
Quickstart
Your first game, step by step. Setup to victory in minutes.
Glossary
Every term and keyword defined, from Slava and Embers to the six keywords.
Rules Reference
The complete, precise rules in one place, for looking up an exact ruling.
FAQ
The central knowledge base: is it free, how to play, what the Open Grave is, is it pay-to-win, who makes it, and more, answered directly.

Get betterMaster the game

Strategy Guide
Bluff the one hidden move, ride the Ember curve, and sequence your Spirits' deaths.
Read the Grave
Four Nav-Read puzzles: real positions, answers below the fold. Their next three turns sit face up; learn to read them.
The Three Factions
Hearth, Wild, and Neutral: who each faction is, how it plays, and which one is you.
Deckbuilding Guide
Warden first, shape the curve, and the three archetypes: Tempo, Reborn value, Site control.
A Full Duel, Annotated
A complete game played turn by turn, with the key decision explained at every step.
Teach It in Five Minutes
The exact teaching script, three tips per starter, and the four mistakes every first game makes.
Free Print and Play
The 13-card First Duel Pack on two A4 sheets, or the full 62-card set. Print tonight, duel tonight.

The ideaWhy MORANA is different

Without Booster Packs
The full doctrine: nothing you can buy is random, and the card list is printed on the box.
No Blind Packs
No boosters, no random pulls. Buy a complete fixed set and get every card.
Fixed-Distribution TCGs
What a fixed-distribution card game is, and why the model is fairer.
Skill vs Luck
Almost no hidden information and no random packs. A game of decisions, not draws.
How It Is Balanced
A printed game has no patch button, so we balance it with 130,000+ simulated games. A dev log.
Open-Information Design
Why the graveyard is public, and how all the bluffing collapses into a single hidden move each turn. A dev log.
Designing The Old Tales
A dev log on turning public-domain fairy tales into original cards, never a studio's character.
Accessible Design
Keywords by name not color, minimal hidden information, a board you can read.

Before you buyFor players and gifters

Free Online
Play the full game free in your browser. No download, no signup, no cost.
Play Solo
A single-player duel against a bluffing computer Warden. No group, no setup.
Online Strategy
A free browser strategy duel of bluff and open information, decided by skill.
No Pay-to-Win
One fixed set, cosmetic-only rarity. Wins come from skill, never spending.
Easy to Learn
Teaches itself in a free four-round duel. No phases, no priority stack.
Try Before You Buy
The free browser game is the real thing, so you never buy blind.
For Adults
A grown-up folk-horror duel, 14+, deep to master and free to try.
For Two Players
A head-to-head duel built for exactly two. Perfect for game night.
As a Gift
A complete game in one box, with no endless pack-buying to feed.
Backer FAQ
What is in the box, which set ships first, and an honest timeline.

ExploreSee the world

The Story of MORANA
The founding myth: how the wheel of the year cracked, the dead walked back through the open grave, and the Wardens took up the watch.
The Grimoire
All 62 cards of the First Turning, with art and full rules text.
The Old Tales (Set III)
Browse Set III: 119 illustrated fairy-tale cards, from Baba Yaga's court to the wolf and the woodcutter.
Folklore
The Old Faith: the Slavic myths and fairy tales behind the cards.
Folk-Horror
The genre, the open grave, and the dark storybook art that carries the dread.
Baba Yaga
The witch of the wood, her hut on chicken legs, and her fence of bones.
Koschei the Deathless
The sorcerer whose death hides in a needle, in an egg, in a duck.
Rusalka
The drowned maiden who sings from the reeds and pulls swimmers under.
Veles
The Slavic god of cattle, the underworld, and the sworn oath.
Vodyanoy
The water-lord of rivers and millponds, into whose kingdom all drowning falls.
The Firebird
The Zhar-Ptitsa, a glowing bird that is both a blessing and a curse.
Vukodlak
The Slavic werewolf and revenant, the dead that will not stay buried.
Kikimora
The house spirit who spins at night, and whose spinning is an omen.
Sirin
The bird of joy whose song is bliss, and also a trap.
Alkonost
The bird of sorrow whose mournful song stills the sea.
Zorya
The sister guardians of dawn and dusk who open and close the day.
Bannik
The bathhouse spirit you must not offend: oracle and hazard.
Bereginya
The river spirit who guards the bank against the drowned.
Vila
The wind-and-mountain nymph whose ring-dance can be deadly.
Perun
The thunder god and king of the gods, rival of Veles.
Zmey Gorynych
The three-headed fire-breathing dragon of Slavic legend.
Chernobog
The Black God of misfortune, and the debate around him.
Domovoi
The house spirit who tends the hearth and guards the family.
Svarog
The sky-smith, god of the heavens, fire, and the forge.
Rod
The god of kin, birth, and fate, the ancestor of all.
The Goddess Morana
Marzanna, Morena, Morana: the winter goddess whose effigy still drowns every spring, and why the game bears her name.
The Ten Worlds
The cosmology behind the saga: Yav, Nav, and Prav, the wheel that cracks, and the ten folklores it turns through. A queue, never a calendar.
Play Free
Try the First Duel in your browser, right now.
Start with the rules Play the demo Founders' List

Guides summarize the official MORANA Rules Reference (First Turning set). Product details are planned and may change before the campaign.