Morgenland, German phrasing for 'Land of the Rising Sun', is the re-work
of Richard Breese's Keydom, which was produced in limited quantities and to good reviews at Essen 1998 (Keydom was reviewed in Counter 3.) Morgenland's relationship to Keydom is quite apparent, yet it has been modified and simplified in ways to make it quicker while being more approachable and balanced.
The goal is to win the most Artifact Tiles from the Palace. The beautiful
board by Doris Matthäus shows the three play levels: Resources, Town, and
Palace. On the Resource level, players bid for the right to earn different
colored gems that are used to buy services in the town, gain access to
the palace to get the treasures, and pay for the Artifacts themselves.
In the Town, players bid for four different service options, and if they
successfully bribe the Palace Guard they enter the Palace and see if their
bids for the Artifacts holds up.
If you've played Keydom, this structure makes sense. For those that haven't,
let me review the fundamental bid mechanism introduced in that game. Each
player in Morgenland is given a set of tokens with values from one through
nine. The first half of each round is used to place the tokens face down
in a specific area of the board to bid for the action in that area. If
I place in the Red Gem area of the Resource level, I am bidding to get
some of the red gems that are available that round. Players place one
at a time until all tokens are laid, then each area is resolved beginning
with the first Resource area, following through to the Town, and into the
Palace. Throughout the resolution phase, the results build, meaning that
gems earned in the Resource level can be spent in the Town right away.
As each section is resolved, the tokens are revealed and the order of
the bids determines the effect.
The Artifact Tiles, in addition to being worth a victory point, also give
special powers that can be used during the game. Each round, only one
special power can be invoked, even if you hold all six of the different
Artifact Tiles.
There are five chambers on the Resource level for each of five differently
colored gems. Each has multiple areas to hold gems, although the gems
available each round are determined by a blind card draw with the top spot
always the richest. For example, in a single round the Gold Gem chamber
may offer four gems to the high bidder, three to second high bidder, and
one to the third high bidder. Meanwhile, the White Gem area is offering
only two gems and only to the highest bidder. As the tokens are revealed,
multiple placements by a single player are added to create a single bid,
a feature quite different from Keydom. Having a lot of gems and an appropriate
distribution of colors is important, since paying for Artifacts could require
two or more colors in defined lots.
Moving into the Town, four services are available beginning with the Spell
Tent. The high bidder here takes two Spell cards, chooses one, and gives
the other to the second high bidder. The Spells can be nasty if you're
on the receiving end, and add a major element to the game. Playing the
spell requires invoking the use of an 'Aladdin's Lamp' Artifact (one given
to each player at the start), and since this is one of the special powers
it eliminates other Artifact Tile usage in that round.
Also available in the Town is the Bazaar, where the high bidder can exchange
a single gem for three gems of different colors. The Ruins area gives
you the right to use two Artifact Tiles (special powers) in the round.
This could be two following the Bazaar, or a second after the Bazaar if
one was already used in the round prior to winning the Bazaar bid. The
last spot in the town is the Camel Station, and the high bidder here becomes
the start player for the next round. This is significant since bidding
ties are broken in favor of the start player.
After the Town is the Palace, but to gain entrance to the Palace the Guard
must be successfully bribed. The Guard has his own set of tokens numbered
from 1-10, and at this point one is randomly revealed. The players reveal
their bids, and if it matches or exceeds the Guard they get in. If their
bid is less, they can choose to pay the difference in a single color of
gems. Alternatively, one of the Artifact Tiles is a key that allows access
to the Palace without bribing the guard, but when this is used it counts
as the one special power for the round.
In the Palace, there are multiple spots for Artifact Tiles and the tiles
available are exposed during the bidding. In addition to the Aladdin's
Lamp and Key tiles discussed, the other four include a 'Doubler' which
doubles the value of any single bid token, a 'Flying Carpet' that acts
as an extra '3' token and can fly in to any spot on the board when needed,
a 'Counter Spell' that cancels the effects of a Spell, and a 'Board' that
helps to break ties in the end. The successful bidder for the tile must
pay their bid in gems, and if multiple tokens are used to win the bid each
must be paid with a different color gem. If the high bidder can't meet
this requirement, the second high gets the chance, and so on. It is often
worth betting a low value token as it is not uncommon to be the default
bidder when the higher bidders get cashed out due to a Spell or other action.
Morgenland plays fairly fast and the decisions are meaningful but the effects
of the Spells and the blind bidding make for enough surprises to keep things
unpredictable. Each area of the board can be resolved quickly, and this
is clearly an improvement over Keydom, although it has the consequence of
diluting much of the strategy and planning aspects of the original. The
Spells really shake things up; one card, for example, makes all '9' bids
equal to '1' and vice versa. Since you generally place your higher tiles
on the areas of higher priority, this not only messes that up but also
could require enormous payments at the Guard gate or in the Palace.
The sequential resolution of spaces, like Keydom, allows for planning with
somewhat predictable risks. The last Artifact Tile, for example, is likely
to be won with a lower bid than the first, simply because there are more
opportunities to spend gems before getting to that spot. A strategy dependent
on winning the second use of a special power at the Ruins can fail miserably
if that bid isn't won, and even a high absolute bid can't ensure this due
to the Flying Carpet tile or spells. One spell removes all of the gems
from one chamber after the bids are placed, so anyone counting on spending
those gems in that round is in for a surprise.
Morgenland is fun, and somewhat like Elfenroads to Elfenland it has taken a 'gamer's game' and turned it into a more family-orientated contest that gamers will still enjoy. Unlike the Elfen games, though, the changes from Keydom are substantive enough to consider Morganland a really different game. I likely will never play Elfenroads again, for example, since the opportunity cost of time is too great when Elfenland is available. But, even though Morgenland sits on the shelf I will still look for games of
Keydom with the right crowd. If you don't know either game, I suggest
trying Morgenland as a nice family game with some meat. If you know Keydom
and didn't like it, don't miss out on trying Morgenland as it may have
fixed all the issues that bothered you about the original. Lastly, if
you like Keydom, don't hold Morgenland to the same standard or you'll be
disappointed, much like a movie never captures all the details of a good
book. Appreciate both for what they are.