The precise rules, in one place, for players who want the exact wording rather than the gentle introduction. If you are learning, start with How to Play. This page is the reference you return to for a ruling.
| Win condition | 13 Slava, immediately. Otherwise the most Slava at the end of Turn 8. |
| Sites | 3, resolved left to right. |
| Embers per turn | Equal to the turn number (Turn 1 gives 1, Turn 2 gives 2, and so on). They never carry over. |
| Deck | 20 cards + 1 Warden. Max 2 copies of a card, max 1 Legendary. |
| Reborn per turn | At most 2 Spirits, minimum cost 1 Ember. |
| Off-board Slava per turn | At most +4 from Charms and Omens combined. Slava from Sites is unlimited. |
You earn Slava (glory) by controlling Sites. The first player to reach 13 Slava wins immediately, the moment it happens during the Rite step. If neither player has reached 13 by the end of Turn 8, the player with the most Slava wins. If that is level, the tiebreak is most Sites controlled, and if still level, most total Power on the board.
Everything except your hand is open information, which is what makes MORANA a game of skill rather than luck.
At the start of each turn you gain Embers equal to the turn number. Embers do not come from cards and do not save up, so you can never be starved by a bad draw or flooded by a lucky one. Every game the two players have the same Embers on the same turn. The draw never decides a game of MORANA.
At each Site you compare total Power. You score +1 Slava only with strictly more Power than your opponent at that Site. A tie in Power scores nobody. Power is also durability: it is both what wins a Site and what a Spirit survives on. Sites always resolve left to right, which is why the order you place threats, and where you place removal, matters.
When a Spirit is defeated it does not leave the game. It crosses to your Nav, face-up. From Nav you can Reborn it by paying its Reborn cost, summoning it again and triggering its second-life effect. Every Spirit has an Omen (which fires when it is first revealed) and a Reborn (which fires when it returns from Nav). Knowing when to let a Spirit fall so it comes back stronger is the deepest layer of MORANA.
You may Reborn at most two Spirits per turn, and the minimum Reborn cost is one Ember. Both Nav zones are face-up, so you can always count exactly what your opponent is able to bring back next turn.
Every card prints a short reminder the first time a keyword appears, so you read rather than memorize.
| Omen | Fires when this card is revealed. |
| Vigil | An ongoing effect, active the whole time this is in play. |
| Clash X | On reveal, send one enemy Spirit at this Site with Power X or less to Nav. |
| Ward | Cannot be targeted or sent to Nav by the enemy. A Warded Spirit is therefore immune to enemy Clash. |
| Step | After the reveal, move this Spirit to a neighbouring Site. |
| Rooted | Cannot be moved, by you or the enemy. |
Two rules govern who acts first, and both reward the trailing player:
Slava earned from controlling Sites is unlimited. Slava from other sources is capped: you may gain at most +4 Slava per turn from Charms and Omens combined. This keeps the game a fight for the board rather than a race of side effects.
Your Warden is chosen before the game and sits face-up the entire game. It carries a Vigil (a passive ability) and an Invocation X (a once-per-game power you fire by paying X Embers during Commit). Invocation is a Warden-only ability and is not one of the six card keywords. Because the Warden is public and permanent, it is the backbone of your plan. See the deckbuilding guide.
A constructed deck is exactly 20 cards plus 1 Warden. You may run at most 2 copies of any card and only 1 copy of a Legendary. The two starter decks are tuned so none of the constructed-only rules can come up while you are learning.
The cost orb at the top right is the Embers to play it. The Power badge at the bottom right both wins Sites and is the Spirit's durability. The Omen band is its on-reveal effect; the Reborn band is its second life from Nav. A small wheel means a Reborn life waits in Nav. The rarity gem is cosmetic only and never affects power. See every card in the Grimoire.
It is Turn 3, so both players have three Embers. You are one Slava behind, so you resolve first. You Commit a cheap Spirit with Clash 2 to the left Site and hold a second Spirit face-down in the centre. Your opponent Commits a Power 2 Spirit to the left. At Dusk the left Site resolves first: your Clash 2 sends their Power 2 Spirit to their Nav before Power is compared, so you take the Site uncontested and score. Their Spirit is not gone, though. Next turn they can Reborn it for its stronger second life, and you have to answer that. That give and take, death as a doorway rather than an ending, is a normal turn of MORANA.
This reference summarizes the official MORANA Rules Reference for the First Turning set. Exact card wording is printed on the cards. Details may change before the campaign.