--- title: "Review of Dragons of the Forsaken Desert" subtitle: "Playing Dungeoneer" author: "Seth" publish_date: 2026-08-20 00:01 date: 2026-08-20 00:01 hero_classes: text-light title-h1h2 overlay-dark-gradient hero-large parallax hero_image: dragons-of-the-forsaken-desert-1600x800.webp show_sidebar: true show_breadcrumbs: true show_pagination: true taxonomy: category: blog tag: [ gaming, dungeon, modules ] --- In previous posts, I've deconstructed the [setting](http://mixedsignals.ml/games/blog/blog_dungeoneer-setting-dragons-of-the-forsaken-desert) and [characters](http://mixedsignals.ml/games/blog/blog_dungeoneer-character-dragons-of-the-forsaken-desert) of the **Dungeoneer** set **Dragons of the Forsaken Desert**. In this blog post, I review the gameplay of the set. Some **Dungeoneer** sets are highly evocative to me, which I think is laregely down to personal preferences and nostalgia. **Realm of the Ice Witch** and both Lich Lord sets are highly nostalgic for me, and anyway I happen to love ice fantasy. I'm not much a fan of deserts unless it's fantasy Egypt or Dune, and through no fault of its own **Dragons of the Forsaken Desert** happens to not play into those niche interests. Having said that, it's a good set that, most importantly, forces some really interesting decisions during gameplay. ## Dragons, Throgs, and Reptile Men Something you learn very quickly is that there are A LOT of dragons in Forlornia. There are big ones, small ones, and particularly nasty undead ones that'll drain your Glory points or your life. They're basically everywhere, but there are also a lot of magic items that help you fight dragons, so I never felt as terrfied of dragons as I did of, say, undead in [Tomb of the Lich Lord](http://mixedsignals.ml/games/blog/blog_review-dungeoneer-tomb-of-the-lich-lord) or daemons in [Realm of the Ice Witch](http://mixedsignals.ml/games/blog/blog_review-dungeoneer-realm-of-the-ice-witch). That's not to say that the dragons aren't a threat. They are, and it's beacause you're constantly being hounded by dragons that you so desperately search for magic items to boost your defences against them. What comes through less clearly are the other inhabitants of Forlornia. Throgs make frequent appearances, but you don't really know much about them and they're too original (if that can be used as a crititque) to equate to any desert fantasy trope. Maybe if they'd been mummies or jackal-headed warriors they would speak to more to me. I realise that I'm basically wishing for _less originalty_ in a game, and I'm almost ashamed for it, but for whatever reason I just don't know what to make of the Throgs and the one Reptile Man wandering the desert. Maybe a little more flavour text, or a Quest that implies more about the lore around them, would have helped. ## Hard decisions in the desert In **Dungeoneer**, the typical game loop is moving around to find trasure that you can use to power up your character so you can face the big threats the Dungeon Lord is going to throw at you. It's no different in **Dragons of the Forsaken Desert**, except that in this set not all threats come from monsters or even locations. In this set, resource management and timing is a strategy. Several treasure cards confer a bonus for just the current turn, or until you use the bonus. Additionally, some Peril cards and Quests can be mitigated or resolved with Glory or Movement. Adding one of these to your inventory too soon can mean that you don't have an important bonus when you need it the most, or the Glory points to complete a quest or to offset Peril. You can't just assume, as you usually can in **Dungeoneer**, that a good card goes straight into your inventory. And yet you have a hand limit and must discard a card at the end of your turn, so you also can't just hold on to everything for later. To make matters even worse, the gnome character Delf Loedhi has the ability to steal cards from other player's inventory, so there's that additional threat when he's in play! The game loop is familiar, but the strategy you must use during that loop is pretty unique. It feels like the difference between, for example, a Druid and a Brute deck in **Flesh and Blood**, or a Magic the Gathering deck loaded with Instants and Auras compared to Creatures and Artifacts. This is the set's strongest mechanic, and the terror I feel during game play is always whether I'm making the right choice when spending Glory, or equipping a temporary magic item. That's exceedingly appropriate for a desert setting. I can't think of a better way than resource management to remind players that they're in a region where you must ration water and mitigate exposure to sunlight and the slow burn of magical energies. Even the magic items here are subject to the magical decay the Eldritch Lords have caused in Forlornia. You can read it in the flavour text and take note of it when yhou deconstruct the set, but until you experience it in game play you have no idea what it really means. Once you know, it legitimately causes you to make decisions you don't want to have to make. ## Photo finish Between Delf Loehdi and Redark Noman, my most recent game was neck and neck right up to the finish. This isn't uncommon in **Dungeoneer**, because the balance of Peril and Glory often produces some surprises, but sometimes it feels closer than other times. Bot Delf and Redark escalated levels at a steady pace, but it felt like Delf was doomed once it became evident that the locations he needed for his quests just weren't showing up. To make matters worse, Redark made a foolhearty (or daring?) attempt at the global quest and amazingly accomplished it on the first try, giving him an early lead. There's no accounting for gambles, and at the last minute Delf took a ridiculous chance on a quest that required 3 successive tests, and rolled impossibly well, winning the game with Redark a mere action away from completing his final quest (he should have equipped that +1 Move card on his previous turn, after all!) **Dragons of the Forsaken Desert** is a fun **Dungeoneer** set that maybe isn't as evocative as other settings (depending on your own prefences, obviously) but that feels unique for the touch decisions it forces you to make with the resources you scrounge from the sands of Forlornia.

Photos Creative Commons cc0, but all photos contain products and artwork copyright by Atlas Games and Thomas Denmark.