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PRE-LAUNCH · Founders' List open now · Kickstarter Q3 2026 · £6,000 goal · nothing charged until launch
A CHRONICLE OF THE OLD RITES · A CARD GAME

MORANA

THE OPEN GRAVE

Death is not the end of the card. It is the middle.

A fifteen-minute Slavic-folklore duel for two. Your graveyard lies open for both to see, the fallen return stranger than they died, and the only thing hidden is the single move you dared to commit face-down. One box holds every card. Skill, not spend.

Fixed distributionNo boosters, everNo pay-to-win

Free to join · Launching on Kickstarter · nothing charged until it is live

The drowning of Marzanna: villagers lower the straw effigy through the river ice while the true goddess Morana rises behind them, crowned in bare branches with a gold halo
The Open Grave: a stairway of golden light rising out of the earth in a snowy birch clearing, the great wheel of the year turning in the starry sky above
THE TURNING

The Legend of Morana

Before the first winter, the wheel turned clean. Yav, the living world of breath and soil, rose and set inside Prav, the divine order that keeps every season in its rightful place. Beneath both lay Nav, the world of the dead, a still black water where the finished went to rest and did not stir.

Morana kept the seam. She is the goddess of winter and of death, and she is also their end. Each year they drown her effigy in the river, and each year she does not stay drowned. She rises with the thaw, green at the edges, and the world remembers how to begin again. She is not the frost. She is the turning that outlives it.

Then the wheel cracked. Through that crack the three worlds bled into one another, and Nav broke its banks. The dead, who had lain face-up and quiet, found the road back to the light open, and they walked it. Now the finished are not finished. A spirit felled in the light sinks into Nav in plain sight of all, and rises again wearing a colder, stranger power than the one it died with.

So the Wardens are called: folk-heroes who still carry a name worth dying under. They contest the sacred Sites where the wheel is thinnest, and turn it by hand toward the spring, or toward the long dark.

Nothing here is hidden but a single held breath. Everything already dead is watching.

YAV · NAV · PRAV

Three worlds, and you touch all of them in one game

Yav is the living, Nav is the dead, and Prav is the turning order that binds them. Your cards begin in the light, cross into the dark, and answer to the wheel above both.

The three worlds: Yav the sunlit living village, Prav the golden turning wheel among the stars, and Nav the underworld of drifting spirits
YavThe living world, where your Spirits enter play in the light and the game is won across three sacred Sites.
NavThe underworld, lying face-up for both players. The fallen wait here and return Reborn, stranger than they died. This is the Open Grave.
PravThe turning order above both. Each turn the wheel moves, Embers rise, and the year bends toward spring, or toward the long dark.

Eight of the sixty-two cards of the First Turning · one hand, one style, one world

Baba Yaga in furious flight through the midnight pines, riding her mortar, her hut sprinting behind her on chicken legs past a fence of skull lanterns
Baba Yaga
The Firebird waking in the tsar's midnight garden, a cascade of golden flame beneath the golden apples
The Firebird
Koschei the Deathless on his towering bone throne, raising the tiny needle that holds his death
Koschei the Deathless
Zmey Gorynych descending through the night sky, torrents of flame braiding down onto a burning steppe village
Zmey Gorynych
A Rusalka rising from black midnight water beneath a drowned willow, beckoning under the moon
The Rusalka
The Vodyanoy Deep King holding court beneath the river, crowned with river pearls among drowned church bells
The Deep King
Dedushka the Hearthkeeper cradling a single glowing ember in cupped hands before the stone hearth
Dedushka the Hearthkeeper
Matushka Zima, Mother Winter, in white furs and a frost crown, holding the sleeping seeds that will live to see the spring
Matushka Zima
181Cards revealed
12Signature Series
2Sets
~15Minutes
13Slava to win
THE CALLING · SIX RUNES · ONE FATE

Which spirit keeps your house?

Before you choose a hand, let the old world choose you. Answer six runes the way you would answer at midnight, honestly and a little afraid. The spirit that claims you will name your hand and your place in the rite.

THE PLEDGE TIERS · FOUNDER PRICE LOCKED ON THE LIST

The Treasury

Every tier is fixed distribution: you know exactly what is inside before you open it. Skill over wallet, always. The price shown is the founder price, locked the moment you join the list; the raise funds the first print.

A sealed MORANA foil pack with crimped seals and the gold turning wheel

Ember

£10 founder price
PRINT & PLAYPLAY TONIGHT

The full rules and a print-at-home deck. Start playing tonight while the boxes go to press.

THE ANCHOR
The Core Set box with the great gold turning wheel

The Core Set

£25 founder price
READY TO PLAY2 PLAYERSALL 62 CARDS

The complete First Turning: two ready decks, Slava trackers and tokens. Everything two players need, one box. Where most founders start.

Warden's Box deluxe: matte black magnetic box open on the crimson interior, foil cards and deck boxes in the tray

Warden's Box

£50 founder price
DELUXEFOIL LEGENDARIES2 DECK BOXES

The Core Set upgraded: foil Legendaries, premium tokens, and the pair of Hearth and Deep magnetic deck boxes.

The Turning Wheel collector box: matte black with the gold wheel medallion

The Turning Wheel

£100 founder price
FULL HOLO FOIL12 SIGNATURE FOILS300 NUMBERED · EVER

All 62 in holo foil with the 12 gold signature-series cards, in a numbered collector box. 300 in the first print, and the first print is the only first edition.

The Ancestor collector's edition: matte black presentation box open on the rolled playmat, metal dice and foil set

The Ancestor

£250 founder price
HEIRLOOM CHEST100 NUMBEREDNAME IN THE RULEBOOK

Everything in the Turning Wheel plus the playmat, the dice of the old gods, and your name on the Ancestor Wall in the rulebook. 100 numbered, ever.

The Sacred Grove retail display: rows of black boxes with the gold wheel under the printed forest backer

The Sacred Grove

Trade for stores
WHOLESALERETAIL CASE

A launch case of Core Sets and deluxe boxes for game stores, with demo copies. Retailers, write to us.

Playmat of the Three Worlds: the world-tree above, the turning wheel between, the roots of Nav below

Playmat of Three Worlds

£19 pledge add-on
STITCHED EDGETHE BOARD IS THE LORE

Yav, Nav and Prav in one battlefield. Add it to any pledge.

The Chronicle Album: matte black hardcover with gilt edges and the gold wheel emblem

The Chronicle Album

£29 pledge add-on
NINE-POCKETHOLDS 180

Deep-teal and gold, nine-pocket pages to hold and show your set. Add it to any pledge.

FOR BACKERS & INVESTORS

One Raise. One Print Run.

The game is designed, balanced and fully illustrated. Your backing takes it to press.

$8-13Bglobal TCG market, growing double digits
100%of the launch set designed, balanced and illustrated
£6klean funding goal: fixed print run, no blind-pack inventory risk
0licensed IP: built on public-domain folklore, so no license fees and no licensor veto

What we need

Printing & boxes£3,400
Freight & customs£1,100
Fulfilment & packing£900
Platform & fees£600

£6,000 goal, estimates. One offset print run of the complete First Turning. Every unit is pre-claimed before it is printed: zero inventory risk.

What backers get

  • £10 Ember: print and play, start tonight
  • £25 The Core Set: the full game, two ready decks, all 62 cards
  • £100 The Turning Wheel: full holo foil, 12 signature cards, 300 numbered ever
  • £250 The Ancestor: the heirloom chest, 100 numbered, your name in the rulebook

Fixed distribution: every tier is a complete, known product. No blind packs, no gambling.

What investors get

  • A finished, balanced, illustrated game: the risky creative work is already done
  • A ten-set, world-spanning roadmap across public-domain folklore: no license fees, no licensor veto
  • Fixed-distribution economics: print-to-demand, no unsold-inventory graveyard
  • First conversation on retail, wholesale and localization rights

The crowdfund proves demand; the follow-on conversation is about scale.

181 CARDS ACROSS TWO SETS

The Cards

Hover to catch the light, click any card to read it full size, and tap the ✦ on a card to see its foil version. Each set is drawn in its own hand: all 62 cards of the First Turning share one master style, The Old Tales arrives in its own painterly hand.

✦ THE WHEEL TURNS ✦
MORANA
THE OPEN GRAVE

Every card wears the wheel

The branded back: the turning wheel in gold on midnight leather, tournament-legal matte finish. One back across every set, every edition, forever.

See the card back up close →
62 shown
RARITY Common Uncommon Rare Legendary the gem at every card's foot · cosmetic only, never power
SET II · FIRST LOOK

The Old Tales

The wheel turns beyond the Slavic woods. Set II crosses into the world's oldest stories: Red Riding Hood, the Big Bad Wolf, the Huntsman and more. Built on public-domain tales, so there are no license fees and no licensor veto, ever.

Red Riding Hood
Red Riding HoodSpirit · Rare
The Wolf in Grandmother's Guise
The Wolf in Grandmother's GuiseSpirit · Legendary
The Huntsman
The HuntsmanWarden · Legendary
The Godmother of Ash
The Godmother of AshWarden · Legendary
The Sugared Witch
The Sugared WitchWarden · Legendary
The Booted Cat
The Booted CatSpirit · Rare
The Little Mermaid
The Little MermaidSpirit · Legendary
The Pied Piper of Hamelin
The Pied Piper of HamelinSpirit · Legendary
Bluebeard
BluebeardSpirit · Rare
The Straw-Gold Spinner
The Straw-Gold SpinnerSpirit · Rare
The Nightingale
The NightingaleSpirit · Rare
The Three Bears, Come Home
The Three Bears, Come HomeSpirit · Rare
The Apple-Peddler
The Apple-PeddlerSpirit · Rare

Thirteen Old Tales, illustrated. Tap any card to read it. The full 119-card list is spoiled above in The Cards; the rest of the art is in the forge.

SET I · THE FIRST TURNING62 cards · designed, balanced & illustrated
SET II · THE OLD TALES+119 cards · designed, in balance testing
SET III · SKY & HOLLOW+120 cards · planned
300+cards by year two, all fixed distribution
The great wheel of MORANA, world-folklore figures turning on its rim
TEN WORLDS, ONE WHEEL · EACH WORLD ITS OWN HAND

The wheel turns through every childhood on earth

MORANA begins in Slavic myth, but the wheel keeps turning. Every future set is another nation's beloved public-domain fables, the ones you grew up with, and each world is drawn in its own hand: the First Turning's dark folk plates belong to Set I alone, and every world to come gets an art style born from its own tradition. A player in Berlin meets the Grimm wolf; a player in Tokyo meets the nine-tailed fox. Ten worlds, one game, all built on stories that belong to everyone.

Early concept previews · sets II to X · final style locks when each world enters the forge

Concept card: the wolf in grandmother's guise, from the Brothers Grimm
Germany · GrimmThe Wolf in Grandmother's Guise
Concept card: Medusa of the stone gaze, from Greek myth
Greece · Classical MythMedusa of the Stone Gaze
Concept card: Fenrir the fettered wolf, from the Norse Eddas
Scandinavia · The EddasFenrir the Fettered
Concept card: the nine-tailed kitsune, from Japanese folklore
Japan · Yokai FolkloreThe Nine-Tailed Kitsune
Concept card: the djinn of the lamp, from One Thousand and One Nights
Arabia · 1001 NightsThe Djinn of the Lamp
Concept card: the Headless Horseman, from Sleepy Hollow
America · Sleepy HollowThe Headless Horseman
Concept card: the Tortoise and the Hare, from Aesop's fables
Greece · AesopThe Tortoise and the Hare
Concept card: Anansi the story-weaver, from West African folklore
West Africa · AkanAnansi the Story-Weaver
Concept card: the Master Cat, Puss in Boots, from Perrault
France · PerraultThe Master Cat
Concept card: the selkie of the northern isles, from Celtic folklore
British Isles · CelticThe Selkie's Lament
Concept card: Sun Wukong the Monkey King, from Journey to the West
China · Journey to the WestSun Wukong, the Monkey King
Concept card: the Simurgh, from the Persian Shahnameh
Persia · ShahnamehThe Simurgh
Concept card: the Blue Jackal, from the Panchatantra
India · PanchatantraThe Blue Jackal
Concept card: Quetzalcoatl the feathered serpent, from Mesoamerican myth
Mesoamerica · Aztec MythQuetzalcoatl, the Feathered Serpent

Early concept art in the MORANA house style. Ten sets, one wheel: Slavic first, then the whole world's old stories, all fixed distribution, all yours.

The Ten Turnings, already mapped

I · The First TurningSlavic & Balkan
II · The Old TalesSlavic skazki
III · Der IrrwegGrimm & Germanic
IV · HybrisGreek myth & Aesop
V · FimbulvetrNorse Ragnarok
VI · The Glamour of AvalonCeltic & French
VII · Thousand LampsArabian & Persian
VIII · The Frame TaleIndian fable
IX · Akuma no MatsuriJapanese & Chinese
X · The Great Council FireAmericas & Africa, the finale
ALREADY IN THE FORGE

The next Turnings are already being drawn

The ten-set saga is not a wish list. The sets after the Old Tales are designed, and their cards are being illustrated in the same hand. A first look at three of them.

III · Der IrrwegGrimm · the wayward path

The crack spreads into the dark German forest, where some things lost among the trees never come back the same.

The Erlking
The Erlking
The Gingerbread Witch
The Gingerbread Witch
IV · HybrisGreek myth · trials of Olympus

Olympus discovers the Turning too. Gods, monsters, and mortals who reach a little too high for the gods' patience.

The Minotaur
The Minotaur
The Sphinx
The Sphinx
V · FimbulvetrNorse · the Ragnarok cycle

The long winter before the end. The gods themselves prepare to fall, and to see what returns.

Odin the All-Father
Odin the All-Father
The Valkyrie
The Valkyrie
VI · The Glamour of AvalonCeltic · the mists of Avalon

Avalon's mist rises over Britain and France, where a bargain with a fair creature always carries a hidden price.

The Green Knight
The Green Knight
The Kelpie
The Kelpie
VII · Tales of the Thousand LampsArabian & Persian

Under a thousand desert stars, wishes are granted and a good story can save a life. Djinn, rocs, and the birds of paradise.

The Djinn of the Lamp
The Djinn of the Lamp
The Simurgh
The Simurgh
VIII · The Frame TaleIndian folklore

A story inside a story inside a story. The clever beasts of the Panchatantra and the jewelled creatures of the sacred rivers.

The Blue Jackal
The Blue Jackal
The Makara
The Makara
IX · Akuma no MatsuriJapanese & Chinese

The hundred-demon night parade. Yokai, oni, and the dragon-kings of the eastern seas walk between the worlds.

The Oni
The Oni
Ryujin the Dragon King
Ryujin, the Dragon King
X · The Great Council FireAmericas & Africa · the finale

Every world's council-fire turns out to be the same fire. The tricksters and feathered gods gather, and the wheel comes full circle.

Quetzalcoatl
Quetzalcoatl
Anansi the Story-Weaver
Anansi the Story-Weaver
THE SETTING

Three Worlds, One Wheel

Slavic cosmology has three realms, and in MORANA the board is those realms. The wheel of the year turns; when the rites lapse, the dead press against the veil.

YAV

The living world. Three sacred Sites stand between the Wardens: an old oak, a sunken church, a crossroads at midnight. Hold them, and the rites are yours.

NAV

The underworld. Not a graveyard: an open, waiting country. Every Spirit that falls crosses here face-up, and can be Reborn with a second, stranger life.

PRAV

The law of the heavens. The measure of Slava (glory). Complete the rites and climb Prav toward the turning of the wheel. First to thirteen holds the year.

The Hearth

The warm keepers: fire, home, the honored dead, the guardian at the door. Patient and unyielding, their fallen return stronger. Warden: Dedushka the Hearthkeeper.

The Deep & Wild

The cold powers: drowned rivers, black forests, the winter that is a person. They drag Spirits under and weaponize the underworld. Warden: the Deep King.

FIFTEEN MINUTES, THIRTEEN SLAVA

Two Wardens. Three Sites. One wheel to turn.

You and a rival contest three sacred places, gaining more Embers every turn so you are never starved of power. Hold a Site to earn Slava, reach thirteen, and the wheel turns in your favor. One page of rules, a lifetime of decisions. No dice, no mana screw, no pay-to-win.

PRAV · FIRST TO 13 SLAVA WINS THE YEAR 0 YAV · THE LIVING WORLD HEARTH WARDEN DEEP WARDEN +1 SLAVA THE OLD OAK +1 SLAVA SUNKEN CHURCH +1 SLAVA THE CROSSROADS Commit face-down, then reveal at once · out-power a Site to claim its rite THE TURNING NAV · THE UNDERWORLD The fallen do not die. They wait here face-up, and can be Reborn for a second, stranger life.

Two Wardens, three Sites, one wheel. Bluff at the reveal, sequence the Turning, and race to thirteen.

The Old Oak: a colossal sacred oak skirted with votive ribbons and offerings, dawn light behind the pines
The Old Oakwhere the living still leave offerings
The Sunken Church: a half-drowned wooden church with an onion-dome spire rising from a still grey lake
The Sunken Churchits bells still ring under the water
The Crossroads at Midnight: a leaning wooden marker at a moonlit forest fork, offerings left in the snow
The Crossroadswhere the worlds touch at midnight

① Commit & Reveal

Each turn both players secretly place cards face-down across the three Sites, then flip them at once. Bluff, bait, and out-read your opponent.

② The Turning

Nothing dies. A defeated Spirit crosses to Nav and can be summoned back for a second effect. The deep play is sequencing the cycle.

③ Embers, not luck

On turn N you simply have N Embers. Resources never come from the draw, so screw and flood are impossible. Skill decides, never the shuffle.

④ Race to 13 Slava

Out-power a Site to claim its rite: +1 Slava. First to thirteen turns the wheel and wins, usually inside fifteen minutes.

NEW TO CARD GAMES?

Learn in 5 minutes. No rulebook.

Your first game is scripted move-by-move for both players. By turn three you have already felt the Turning: a spirit dies and comes back stronger. Then the training wheels come off. Easy for ages 10 and up, less reading, more playing.

▶ Play it in your browser now Free print & play pack → The one-page rules →
Press & investor demo: request a playtest →
THE ASH RITE

Your cards die once, and remember it forever

Everyone owns the same sixty-two cards, so we built the one thing no one can copy: what happens to your copy. The first time a spirit of yours falls and crosses to Nav, you scratch the ash from its underworld face. Once. Forever. A used MORANA card is not worn. It is the only one like it on Earth.

A hand scratching the grave-ash from a MORANA card to reveal its glowing underworld face
Two MORANA cards: one still sealed under ash, one scratched open to its Nav face, with ash residue beside it

Every copy ships sealed · yours, the night it first died

RITE ISealed in ashEvery spirit arrives with its Nav face hidden under grave-soot. All the numbers and powers are printed in the clear, so nothing that matters is a secret and nothing is a gamble.
RITE IIThe first deathThe first time that exact card is defeated and crosses to Nav, you take the bone grave-key from the box and scratch the ash away. It happens once in a card's life.
RITE IIITurned, foreverThe underworld face is revealed for good. That copy is yours alone, marked by a real defeat. Turn your whole deck over a hundred games, if you can.

Every number, keyword and Reborn power is printed in the clear, so a sealed card and a Turned card are the same tournament-legal object. The ash only ever hides art. No lottery, no power, no pay-to-win, just the mark of a real death.

Everywhere else, a played card is damaged goods. Here, it is the scar of a battle only you fought.
TALES FROM THE TURNING · THREE FOR THE ROAD

Every card is a story someone survived

The old world does not explain itself. It tells you a story and lets you sleep on it. Three from the launch set, each one printed on a card you can read in the deck below.

The Wandering Domovoi looking back at the one lit window
TALE I · HEARTH

The Last Warm Window

There was a house that forgot to say thank you. Not once, which any spirit forgives, but every night for a year. So the Domovoi packed his beard, his bowl and the family's luck, all three fit in one bindle, and walked out into the snow. At the gate he looked back once, at the only window still lit. That is the rule with house spirits. They do not slam doors. They take the warmth with them, and you spend the rest of your life calling it winter.

Read his card: the Wandering Domovoi →
A pale hand and a clawed hand clasping over a black candle
TALE II · THE WILD

The Price of a Candle

A pale hand and a clawed one met over a black candle, and the miller thought himself clever, because the bargain cost him nothing but one small yes. That is how they price it. Nothing down, and the rest when the wick is gone. He got his mill, his bride, his twenty good years, and the candle got shorter. When at last the flame sat down in the wax to rest, something knocked. Polite, patient, punctual as rent day.

Read the card: the Witch's Bargain →
The Sunken Church under the moonlit water
TALE III · A SACRED SITE

The Bell Still Tolls

The village drowned in a spring flood, church and all, and the priest rang the bell the whole way down. Fishermen say you can hear it on quiet nights, muffled, patient, keeping a service for a congregation of the drowned. The dead rest cheaper there. It is the one place in the old world where crossing back costs less, because the bell has already paid half your fare. Bury nothing there you want to stay buried.

Read the card: the Sunken Church →
THE ROADMAP

From Founders' List to 300 Cards

One page, no fog: where the game stands, what your backing unlocks, and when it lands. The creative risk is already behind us; what remains is print and scale.

PHASE IFounders' ListOPEN NOWFree to join. Locks your early-bird price and your number in the queue, and gives you a founder vote on which Old Tales enter Set III.
PHASE IIKickstarterQ3 2026. £6,000 goal, 30 days. The first 48 hours are founders-only early-bird, under planned RRP.
PHASE IIIPrint & FulfilmentQ4 2026. One offset print run, every unit pre-claimed. Numbered Collector's Wheels leave the press first; UK/EU ships first.
PHASE IVRetail & the Ten Turnings2027 on. Store displays, organized play, and the mapped ten-set world saga begins to roll out, one country's folklore at a time. The wheel keeps turning.
DONE · SPRING 2026The world, the rules, the deck

Set I designed, balanced and fully illustrated: 62 cards, two ready decks, a 15-minute game with real depth.

DONE · JUNE 2026Set II designed, product line specced

119 Old Tales cards designed and in balance testing. Six products specced with planned RRPs, all fixed distribution.

NOWFounders' List open, playtests moving

The list below is live. Press and investor playtest kits are on request. Every founder gets a queue number.

Q3 2026The Kickstarter horn sounds

£6,000, 30 days, fixed distribution. Every pound goes to the print run; the allocation is published in the Ledger above.

Q4 2026Print, number, ship

One print run. Collector's Wheels numbered by pledge order. UK/EU fulfilment first, then worldwide.

2027The Old Tales and the Ten Turnings

Set II to print, the ten-set world saga mapped end to end (see The Atlas), organized play, and founder votes on which tales come next. A world-spanning universe, all fixed distribution.

Stretch Unlocks

£6,000FUNDED: The First Turning goes to press
£9,000Foil upgrade slipped into every core box
£12,000Cloth playmat added to every Trove, Set II art sprint begins
£15,000The Old Tales print committed: Set II goes to press

Planned unlock ladder; final numbers lock when the campaign goes live.

THE MAKER

Who is behind MORANA

I am Delin, and I am building MORANA myself.

I grew up on Slavic folk tales: the domovoi behind the stove, the rusalka in the river, Baba Yaga in her house on chicken legs. I wanted a card game that honored those old stories and refused the thing I hated most about the hobby, paying rent money to a slot machine. So MORANA is fixed distribution. You buy the deck, you own every card, and skill decides the game.

I have designed, balanced and fully illustrated the launch set, self-funding the creative work myself. Your pledge does one thing: it funds the first print run. It is all-or-nothing on Kickstarter, so if we do not hit the goal, nobody is charged a penny. And I answer every email personally.

Delin

Email me directly →

100% of Set I designed & illustrated Self-funded creative phase All-or-nothing Kickstarter Every email answered by me
BEFORE YOU BACK

Fair Questions

The things a careful backer or investor asks first, answered straight.

What am I committing to by joining the Founders' List?
Nothing. It is a free reservation: your email, and the tier you intend to claim. It locks your early-bird price and your queue number for the first 48 hours of the Kickstarter. You can change tiers or walk away at any time.
When do I actually pay?
Only on Kickstarter, once the campaign is live. This site takes no payment and stores no payment details. Kickstarter is all-or-nothing: if the campaign does not reach its goal, nobody is charged a penny.
Is MORANA pay-to-win?
No, by design. Every product is fixed distribution: you know exactly which cards are in the box before you buy it. There are no blind packs and no chase economy. The Turning Wheel is the same 62 cards in foil, not stronger ones. Skill decides games, never spend.
What is the Ash Rite?
Every spirit ships with its underworld face hidden under a scratch-off layer of grave-ash. The first time that exact card is defeated in a real game and crosses to Nav, you scratch the ash away to reveal it, once and forever. It is purely cosmetic: a sealed card and a Turned card are the same tournament-legal object, so it never touches balance. It just means the copy you play becomes the only one like it on Earth. See the card template and scratch it yourself →
What makes the gameplay unique?
MORANA is a game of open information with one blind move. Your defeated spirits sit face-up in Nav for both players to see, and their Reborn cost and effect are known, so you can calculate everything your opponent could bring back next turn, like reading a chessboard. The only hidden thing is the single simultaneous face-down commit at the three Sites each turn. Every game comes down to reading that one move and sequencing your own deaths, never luck of the draw. We call it the Open Grave.
Who owns the world and the characters?
MORANA is built on Slavic folklore and classic public-domain fairy tales: material with no license fees and no licensor veto. The game design, card text and art direction are original work created for MORANA.
How is the art made?
The illustrations are AI-assisted and art-directed in-house: a locked style guide, curated generation, and human selection and correction on every card. We say this openly here and will publish a full art-process disclosure with the campaign. Signature-foil treatments are printed, not hand-signed.
How do I know the game is actually good?
Read the full rules yourself: they fit one page. The launch set is designed, balanced and fully illustrated, and press and investor playtest kits are available on request. We are asking you to back a finished design going to print, not an idea.
What does "300 numbered, ever" mean?
The Turning Wheel collector box is capped at 300 numbered boxes in the first print, and the first print is the only first edition. The Ancestor edition is capped at 100. If the game grows, later printings will say so on the box: first-edition numbers are never reprinted.
What happens after Set I?
Set II, The Old Tales, is already designed: 119 cards in balance testing, spoiled above. From there the roadmap runs to ten sets, each a world of public-domain folklore (see The Atlas above), with Founders' List members voting on which tales enter next. All fixed distribution, always.
KEY DATES · THE WHEEL'S CALENDAR

Three turns of the wheel

NOWThe Founders' List is open. Free, not binding: it locks your early-bird price and your queue number. Join the list →
Q3 2026 · THE RAISEKickstarter goes live. Founders get a 48-hour early-bird window before anyone else. All-or-nothing: no goal, no charge.
AFTER THE RAISE · THE PRINTThe First Turning goes to press. 300 numbered Turning Wheels, 100 Ancestors, and the first print is the only first edition.
PHASE I · FOUNDERS' LIST · FREE TO JOIN

Join the Founding

No payment today. Pick the tier you intend to claim, leave your email, and your early-bird price and queue number are locked for the first 48 hours of the Kickstarter.

Reserving is free and not binding. It locks founders early-bird pricing under planned RRP, your position in the numbered queue, and a founder vote on Set III. Payment happens only on Kickstarter, once the campaign is live.

Early-bird lockedNumbered queueFounder vote on Set IIIAncestor Wall eligible
Founders' List open · Claim your number