File ID
05_ACTIONS
The Actions rules define the Turn Actions and Free Actions available to Players during a game of Viva La Dungeon, including how Actions are chosen, targeted, paid for, repeated, interrupted, and resolved.
Actions are the formal choices a Player may initiate during the Perform Turn Actions step of their Turn, plus Free Actions that may be taken during a Player's own Player Turn or Combat Turn. This page is authoritative for Turn Action allowance, Action requirements, Action targeting, repeating Actions, ending a Turn, Hidden interactions caused by Actions, and the standard Turn Actions listed here.
This document defines what Turn Actions and Free Actions are available and how they are initiated and resolved.
This document does not define the full procedures for Combat Encounters, Loot management, Dungeon Bombs, Random Encounters, or Death.
When an Action creates or invokes one of those systems, resolve that system according to its own document.
SECTION_ID: VARIABLES
When this document references a Variable by name, use the value listed in this section unless another rule specifically states otherwise.
| Variable | Value |
|---|---|
TURN_ACTION_MAX | 2 |
SAME_TURN_ACTION_COST | 1 Kaos |
MOVEMENT_PERCEPTION_TN | 10 |
SMALL_CHEST_TN | 5 |
LARGE_CHEST_TN | 10 |
MAX_BOOTY_CHEST_TN | 15 |
HIDE_ACTION_TN | 10 |
SEEK_OPPONENT_REWARD | 1 Kaos |
AMBUSH_OPPONENT_REWARD | 1 Kaos |
PICKPOCKET_OPPONENT_REWARD | 1 Kaos |
TAKE_A_SHOT_OPPONENT_REWARD | 1 Kaos |
CHALLENGE_DECLINE_REWARD | 2 Kaos |
SECTION_ID: ACTION_AUTHORITY_BOUNDARY
This document defines Player Actions during the Perform Turn Actions step of a Turn.
When an Action instructs a Player to make a Check using a Stat, use that Player's current Stat as calculated in 04_PLAYER_STRUCTURE unless a rule specifically states otherwise.
If an Action initiates a Combat Encounter, the Combat Encounter is resolved according to 06_COMBAT_ENCOUNTER.
If an Action causes a Player to draw, equip, store, discard, steal, or otherwise manage Loot, that Loot procedure is resolved according to 08_LOOT_AND_INVENTORY.
If an Action causes a Player to draw or resolve a Random Encounter, the Random Encounter is resolved according to 10_RANDOM_ENCOUNTERS.
If an Action causes Death, the Death Process is resolved immediately according to 09_DEATH_AND_VICTORY.
If an Action creates an end-of-turn effect or interacts with a Dungeon Bomb, the relevant timing is resolved according to 02_GAME_STRUCTURE and 07_DUNGEON_BOMBS.
References: Calculate Stat, Combat Encounter, Loot Management Window, Drawing and Resolving Random Encounters, Death Process, End of Turn Process, Dungeon Bomb Step.
SECTION_ID: TURN_ACTION_ALLOWANCE
During the Perform Turn Actions step of their Turn, the Active Player may spend up to TURN_ACTION_MAX Turn Actions.
Only the Active Player may take Turn Actions.
A Player may not take Turn Actions outside their own Turn unless a rule specifically states otherwise.
Each Turn Action must be fully resolved before another Turn Action begins.
If a Turn Action creates an interruption, the interruption must be fully resolved before that Turn Action is considered complete.
If a Player is no longer a surviving Player, they may not take Turn Actions.
Reference: Repeating Turn Actions.
SECTION_ID: AVAILABLE_TURN_ACTIONS
The standard Turn Actions are:
Game effects may add, remove, replace, restrict, or modify available Turn Actions.
SECTION_ID: ACTION_REQUIREMENTS
A Player may take a Turn Action only if all requirements for that Action are met.
Action requirements include costs, location restrictions, target restrictions, equipment restrictions, and any other stated requirements.
If a Player cannot meet an Action's requirements, that Player may not choose that Action.
A Player chooses the Action, pays any required cost, selects required targets or objects, and then resolves the Action.
Targets and objects selected for an Action must be legal at the moment they are selected.
If a selected target or object becomes illegal before the Action resolves, resolve as much of the Action as possible unless a rule specifically states otherwise.
SECTION_ID: REPEATING_TURN_ACTIONS
A Player may not take the same standard Turn Action more than once during the same Turn unless they spend SAME_TURN_ACTION_COST.
The Kaos cost to repeat a Turn Action is paid before the repeated Action begins.
The repeat cost applies to the Action type, not the target.
If a Player takes the Move action, then wants to Move again during the same Turn, they must spend SAME_TURN_ACTION_COST before resolving the second Move Action.
If a rule grants a specific Turn Action for free, that granted Action does not spend one of the Player's available Turn Actions.
If a rule grants a specific Turn Action for free, the Player does pay the SAME_TURN_ACTION_COST for repeating that granted Action unless the granting rule specifically states otherwise.
A granted Turn Action is still a Turn Action for other rule interactions unless the granting rule specifically states otherwise.
SECTION_ID: ENDING_TURN
A Player may end their turn at any time, as long as all Actions taken have been completely resolved.
After a Player states their turn is complete, proceed to the end-of-turn effects step defined in 02_GAME_STRUCTURE.
Reference: End of Turn Process.
SECTION_ID: MOVE_ACTION
Turn Action
The Active Player must choose an adjacent Room.
MOVEMENT_PERCEPTION_TN.If the Perception Check succeeds, the Move Action succeeds.
If the Room entered contains one or more Hidden Players, the Active Player may immediately take one Seek Action for free.
If the Perception Check fails, draw and resolve one Random Encounter.
The Perception Check for Move is made after the Portrait is moved to the chosen Room.
The free Seek Action granted by Move may target one Hidden Player in the Room entered.
The free Seek Action granted by Move does not spend a Turn Action. It still follows Repeating Turn Action rules unless a rule specifically states otherwise.
A Player may decline the free Seek Action.
The Random Encounter caused by a failed Move Action is resolved according to 10_RANDOM_ENCOUNTERS.
References: Adjacency, Perception Checks, Drawing and Resolving Random Encounters.
SECTION_ID: OPEN_CHEST_ACTION
Turn Action
The Active Player must be in a Room containing a Chest Token.
If the Perception Check succeeds, remove the Chest Token from the Room and place it in the Chest Token discard area.
The Active Player draws Loot according to the Loot list displayed on the back of the Chest Token.
If the Perception Check fails, the Chest Token remains in the Room.
| Chest Token | Target Number | Loot List |
|---|---|---|
| Small Chest | SMALL_CHEST_TN |
Draw 1 Weapon and 1 Armor. |
| Large Chest | LARGE_CHEST_TN |
Draw 1 Weapon, 1 Armor, and 1 Common Magic. |
| Max Booty | MAX_BOOTY_CHEST_TN |
Draw 1 Weapon, 1 Armor, 1 Common Magic, and 1 Rare Magic. |
The front of the Chest Token determines the Target Number for the Open Chest Action.
The back of the Chest Token determines the Loot list for the Open Chest Action.
Drawing, equipping, storing, discarding, and otherwise managing Loot gained from an Open Chest Action is resolved according to 08_LOOT_AND_INVENTORY.
References: Perception Checks, Open Chest Loot.
SECTION_ID: HIDE_ACTION
Turn Action
The Active Player must not be in the same Room as another Player.
HIDE_ACTION_TN.If the Perception Check succeeds, the Active Player gains Hidden.
Place a Hidden Token next to the Active Player's Portrait on the Map.
If the Perception Check fails, nothing happens.
Hidden is removed according to the Hidden Status and Actions rules in this document.
Reference: Perception Checks.
SECTION_ID: SEEK_ACTION
Turn Action
The Active Player must be in the same Room as at least one Hidden Player.
One Hidden Player in the Active Player's Room.
If the Active Player wins the Contested Perception Check, remove the Hidden token from the target.
If the Active Player does not win the Contested Perception Check, the target gains SEEK_OPPONENT_REWARD.
Seek affects only the chosen Hidden Player unless a rule specifically states otherwise.
References: Contested Checks, Perception Checks.
SECTION_ID: AMBUSH_ACTION
Turn Action
The Active Player must be in the same Room as the target.
One non-Hidden Player in the Active Player's Room.
If the Active Player wins the Contested Perception Check, a Combat Encounter begins.
The Active Player is the initiating Player for that Combat Encounter.
The Ambush result determines initial Combat Encounter priority as defined in 06_COMBAT_ENCOUNTER.
If the Active Player does not win the Contested Perception Check, the target gains AMBUSH_OPPONENT_REWARD.
If the Active Player started the Turn Hidden and Ambush is the first Turn Action the Active Player has chosen this Turn, the Active Player may apply Goblin Balls On Ya to the Contested Perception Check for Ambush.
If the Active Player was Hidden, remove Hidden before resolving Ambush.
Removing Hidden before resolving Ambush does not prevent the Active Player from applying the started-the-Turn-Hidden benefit.
Additional Combat Encounter participants, Combat Encounter turn order, and Combat Encounter resolution are defined in 06_COMBAT_ENCOUNTER.
References: Contested Checks, Goblin Balls On Ya, Combat Encounter Initiation, Ambush Combat Order.
SECTION_ID: CHALLENGE_ACTION
Turn Action
The Active Player must be in the same Room as the target.
One non-Hidden Player in the Active Player's Room.
No Combat Encounter begins.
If the Active Player has not already gained CHALLENGE_DECLINE_REWARD this Turn, the Active Player gains CHALLENGE_DECLINE_REWARD.
If the target accepts, the Active Player and the target make a Contested Quickness Check.
If the Active Player wins the Contested Quickness Check, a Combat Encounter begins and the Active Player has initial Combat Encounter priority as defined in 06_COMBAT_ENCOUNTER.
If the Active Player does not win the Contested Quickness Check, a Combat Encounter begins and the target has initial Combat Encounter priority as defined in 06_COMBAT_ENCOUNTER.
Challenge is a Combat Encounter initiation Action.
A declined Challenge still spends the Turn Action.
Additional Combat Encounter participants, Combat Encounter turn order, and Combat Encounter resolution are defined in 06_COMBAT_ENCOUNTER.
References: Contested Checks, Combat Encounter Initiation, Challenge Combat Order.
SECTION_ID: PICKPOCKET_ACTION
Turn Action
The Active Player must be in the same Room as the target.
The target must have at least one Loot card in their Backpack.
One non-Hidden Player in the Active Player's Room.
If the Active Player wins the Contested Perception Check, the Active Player chooses one Loot card from the target's Backpack and takes it.
If the Active Player does not win the Contested Perception Check, the target gains PICKPOCKET_OPPONENT_REWARD.
If the Active Player started the Turn Hidden and Pickpocket is the first Turn Action the Active Player has chosen this Turn, the Active Player may apply Goblin Balls On Ya to the Contested Perception Check for Pickpocket.
If the Active Player was Hidden, remove Hidden before resolving Pickpocket.
Removing Hidden before resolving Pickpocket does not prevent the Active Player from applying the started-the-Turn-Hidden benefit.
Loot taken with Pickpocket is managed according to 08_LOOT_AND_INVENTORY.
References: Contested Checks, Goblin Balls On Ya, Pickpocket Loot.
SECTION_ID: TAKE_A_SHOT_ACTION
Turn Action
The Active Player must have access to the Mystic Dagger or an available Ranged Weapon.
The target must be in an adjacent Room.
One non-Hidden Player in an adjacent Room.
The target gains TAKE_A_SHOT_OPPONENT_REWARD and the Action ends.
If the Quickness Check succeeds, apply Damage using the chosen Ranged Weapon or Mystic Dagger according to 06_COMBAT_ENCOUNTER, then the Action ends.
Rolling a natural 20 on the Quickness Check made during Take A Shot rolls that Weapon's Damage twice, or doubles Mystic Dagger damage, and adds the Active Player's current Quickness once.
If Take A Shot causes Death, resolve the Death Process according to 09_DEATH_AND_VICTORY.
References: Adjacency, Contested Checks, Calculate Defense, Damage Calculation, Death Process.
SECTION_ID: FREE_ACTIONS
Free Action
A Free Action is an action that does not spend a Turn Action or consume a Combat Action.
A Player may take Free Actions only during their own Player Turn or their own Combat Turn.
A Player may not take Free Actions during another Player's Player Turn or Combat Turn unless a rule specifically states otherwise.
A Player may take any number of different Free Actions available to them during their own Player Turn or Combat Turn.
A Player may not take the same Free Action more than once during the same Player Turn or Combat Turn unless a rule specifically states otherwise.
A Free Action must be fully resolved before another Action begins.
A Free Action may include Checks, Attack Checks, Damage, Loot management, movement, or other game effects if that Free Action specifically says so.
If a Free Action creates an interruption, the interruption must be fully resolved before that Free Action is considered complete.
References: Player Turn, Combat Turn.
SECTION_ID: ACTIONS_AND_DEATH_INTERRUPTION
If Death is triggered during an Action, immediately pause the Action and resolve the Death Process.
After the Death Process is completed, check for Victory.
If Victory occurs, the game ends immediately.
If Victory does not occur, resume gameplay from the point of interruption unless the Death Process or another rule states otherwise.
References: Death Process, Victory Check.
SECTION_ID: ACTIONS_AND_COMBAT_INTERRUPTION
If a Turn Action initiates a Combat Encounter, normal Turn resolution is interrupted.
The Combat Encounter must be fully resolved before normal Turn resolution continues.
After the Combat Encounter ends, gameplay resumes according to 06_COMBAT_ENCOUNTER and 02_GAME_STRUCTURE.
If the Active Player survives and their Turn continues, they may spend any remaining Turn Actions.
If the Active Player does not survive, their Turn ends immediately.
References: End of Combat, Turn Sequence.
SECTION_ID: ACTION_SUMMARY
Move to an adjacent Room, then make a Perception Check against MOVEMENT_PERCEPTION_TN. On failure, draw and resolve a Random Encounter. On success, if the entered Room contains Hidden Players, the Active Player may Seek once for free.
Make a Perception Check against a Chest Token in the Active Player's Room. On success, remove the Chest Token and draw Loot according to its Loot list.
Make a Perception Check against HIDE_ACTION_TN while alone in a Room. On success, gain Hidden.
Make a Contested Perception Check against one Hidden Player in the same Room. On success, remove Hidden from that Player. On failure, that Player gains SEEK_OPPONENT_REWARD.
Make a Contested Perception Check against one non-Hidden Player in the same Room. On success, initiate a Combat Encounter. On failure, the target gains AMBUSH_OPPONENT_REWARD.
Choose one non-Hidden Player in the same Room. If they decline, no Combat Encounter begins and the challenger may gain CHALLENGE_DECLINE_REWARD if they have not already gained it this Turn. If they accept, make a Contested Quickness Check to determine initial Combat Encounter priority.
Make a Contested Perception Check against one non-Hidden Player in the same Room who has Loot in their Backpack. On success, take one Loot card from that Backpack. On failure, the target gains PICKPOCKET_OPPONENT_REWARD.
Make a Contested Perception Check against one non-Hidden Player in an adjacent Room. On success, make a Quickness Check against that target's Defense. On a successful Quickness Check, apply Damage. On either failure, the target gains TAKE_A_SHOT_OPPONENT_REWARD.
Viva La Dungeon Board Game Rules Reference v1.0. Created by The Lich. Art by Greedmaw Coffin. Published by Zontco.