Rules make more sense once you see them move. Here is a complete game of MORANA, played from the first turn to the last, with the key decision drawn out at every step. The cards are described by their role rather than by name, so the lesson is the play, not the list.
If you have not met the rules yet, read How to Play or the Rules Reference first. The short version: you both secretly place cards at three Sites, flip together, and score +1 Slava for every Site where you have strictly more Power. First to 13, or the most by the end of Turn 8, wins. You gain Embers equal to the turn number, and a defeated Spirit crosses to Nav to be Reborn later.
We will call the players You and Rival, across three Sites: Left, Centre and Right.
With one Ember apiece, you each afford one cheap Spirit. You commit a Power 2 Spirit to Left; Rival commits one to Centre. At Dusk, Left resolves 2 to 0 in your favour and Centre 2 to 0 in theirs. Right sits empty and scores no one.
You spend both Embers to reinforce Left and contest Centre at once. Rival commits a single stronger Spirit to Right. You out-power Left and Centre; Rival takes Right. You score two Sites to their one.
Rival answers hard. They reveal a Spirit with Clash 2 at Left and send your Power 2 Spirit to your Nav before Power is even compared, then take Left and Right. You hold only Centre. The score is level again, 4 to 4.
Here is the Turning. The Spirit that fell last turn is sitting face-up in your Nav, and its Reborn effect is stronger than its first life. You Reborn it to Right for a bigger body, and commit a fresh Spirit to Left. You reclaim two Sites; Rival holds Centre. You edge ahead, 6 to 5.
Rival fires their Warden Invocation, the once-per-game power that has been waiting all match. Paid during Commit, it swings two Sites their way in a single stroke. They take Centre and Right; you are shut out at Left. Rival edges ahead, 7 to 6.
Now being behind pays off. With less Slava, you resolve first at every Site. You lead with your own Clash to clear Rival's key Spirit at Centre before they can act, then out-power Left. You take Left and Centre, Rival holds Right, and the score is level again, 8 to 8.
Both of you go wide. You commit face-down and bluff at Centre to bait a defence that never needed to come, then use Step to slide a Spirit to the undefended Right after the reveal, taking it. Rival answers by winning Left, and Centre resolves to an equal-Power tie that scores no one. Still dead level, 9 to 9, with one turn left.
The last turn, level at 9, eight Embers each, everything on the table. You out-power Left and Centre; Rival takes Right. You score two Sites to their one and finish on 11 Slava to 10. Neither of us reached 13, so the game ends here at the close of Turn 8 and the most Slava wins. It is yours by a single Site.
In eight turns you saw nearly the whole engine: the Ember curve deciding how wide to play, a Clash stripping a body before scoring, the Turning turning a loss into a bigger threat, a held Warden Invocation swinging two Sites, the trailing player's first-resolve comeback lever, a bluff plus Step stealing a Site after the flip, a Power tie scoring no one, and a game decided on the most Slava at the close of Turn 8. No draw luck decided any of it. Every swing came from a decision.
This example uses generic Spirits to teach the flow of play. Exact card names, costs and Power values are printed on the cards; see the Grimoire. Rules summarized from the official Rules Reference for the First Turning set; details may change before the campaign.