Zontco

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.

Viva La Dungeon Official Rules Reference A Zontco board game created by The Lich, featuring art by Greedmaw Coffin.

Source Metadata

File ID

05_ACTIONS

File Name

Viva La Dungeon Actions

Version

1.0

Status

Active

Canonical Definition

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.

Authoritative For

Turn Action Allowance

The maximum number of Turn Actions the Active Player may spend during their Turn.

Turn Action Costs

The Kaos cost required to repeat the same standard Turn Action during one Turn.

Repeating Turn Actions

The restrictions and cost rules for taking the same standard Turn Action more than once.

Ending Turn Actions Early

When a Player may end their Turn after all Actions taken have fully resolved.

Ending Turn Declaration

The declaration that moves play to end-of-turn effects.

Action Requirements

Costs, location restrictions, target restrictions, equipment restrictions, and other required conditions.

Action Targeting

How targets and objects are selected and checked for legality.

Move Action

Movement to an adjacent Room and the Perception Check that follows.

Open Chest Action

Opening Chest Tokens and drawing Loot from their Loot lists.

Hide Action

The Action used to gain Hidden while alone in a Room.

Seek Action

The Action used to target a Hidden Player in the same Room.

Ambush Action

A same-Room Action that may initiate a Combat Encounter.

Challenge Action

A same-Room Action where the target accepts or declines a Combat Encounter.

Pickpocket Action

A same-Room Action used to take Loot from another Player's Backpack.

Take A Shot Action

An adjacent-Room ranged Action that may apply Damage without starting Combat.

Free Actions

Actions that do not spend Turn Actions or consume Combat Actions.

Hidden Status Interactions

How Hidden affects targeting, Action timing, and removal.

Notes

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

Variables

Rule

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_MAX2
SAME_TURN_ACTION_COST1 Kaos
MOVEMENT_PERCEPTION_TN10
SMALL_CHEST_TN5
LARGE_CHEST_TN10
MAX_BOOTY_CHEST_TN15
HIDE_ACTION_TN10
SEEK_OPPONENT_REWARD1 Kaos
AMBUSH_OPPONENT_REWARD1 Kaos
PICKPOCKET_OPPONENT_REWARD1 Kaos
TAKE_A_SHOT_OPPONENT_REWARD1 Kaos
CHALLENGE_DECLINE_REWARD2 Kaos

SECTION_ID: ACTION_AUTHORITY_BOUNDARY

Action Authority Boundary

Rule

This document defines Player Actions during the Perform Turn Actions step of a Turn.

Rule

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.

Rule

If an Action initiates a Combat Encounter, the Combat Encounter is resolved according to 06_COMBAT_ENCOUNTER.

Rule

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.

Rule

If an Action causes a Player to draw or resolve a Random Encounter, the Random Encounter is resolved according to 10_RANDOM_ENCOUNTERS.

Rule

If an Action causes Death, the Death Process is resolved immediately according to 09_DEATH_AND_VICTORY.

Rule

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

Turn Action Allowance

Rule

During the Perform Turn Actions step of their Turn, the Active Player may spend up to TURN_ACTION_MAX Turn Actions.

Rule

Only the Active Player may take Turn Actions.

Rule

A Player may not take Turn Actions outside their own Turn unless a rule specifically states otherwise.

Rule

Each Turn Action must be fully resolved before another Turn Action begins.

Rule

If a Turn Action creates an interruption, the interruption must be fully resolved before that Turn Action is considered complete.

Rule

If a Player is no longer a surviving Player, they may not take Turn Actions.

Reference: Repeating Turn Actions.

SECTION_ID: AVAILABLE_TURN_ACTIONS

Available Turn Actions

Rule

The standard Turn Actions are:

  • Move
  • Open Chest
  • Hide
  • Seek
  • Ambush
  • Challenge
  • Pickpocket
  • Take A Shot

Rule

Game effects may add, remove, replace, restrict, or modify available Turn Actions.

SECTION_ID: ACTION_REQUIREMENTS

Action Requirements

Rule

A Player may take a Turn Action only if all requirements for that Action are met.

Rule

Action requirements include costs, location restrictions, target restrictions, equipment restrictions, and any other stated requirements.

Rule

If a Player cannot meet an Action's requirements, that Player may not choose that Action.

Rule

A Player chooses the Action, pays any required cost, selects required targets or objects, and then resolves the Action.

Rule

Targets and objects selected for an Action must be legal at the moment they are selected.

Rule

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

Repeating Turn Actions

Rule

A Player may not take the same standard Turn Action more than once during the same Turn unless they spend SAME_TURN_ACTION_COST.

Rule

The Kaos cost to repeat a Turn Action is paid before the repeated Action begins.

Rule

The repeat cost applies to the Action type, not the target.

Example

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.

Rule

If a rule grants a specific Turn Action for free, that granted Action does not spend one of the Player's available Turn Actions.

Rule

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.

Rule

A granted Turn Action is still a Turn Action for other rule interactions unless the granting rule specifically states otherwise.

SECTION_ID: ENDING_TURN

Ending Turn

Rule

A Player may end their turn at any time, as long as all Actions taken have been completely resolved.

Rule

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: HIDDEN_STATUS_AND_ACTIONS

Hidden Status and Actions

Rule

A Player with Hidden cannot be targeted by the following Turn Actions:

  • Ambush
  • Challenge
  • Pickpocket
  • Take A Shot

Rule

A Player with Hidden may still be targeted by Seek.

Rule

When a Player with Hidden takes any Turn Action after the Hide Action that gave them Hidden, remove their Hidden status before resolving that Action, unless another rule specifically states otherwise.

Rule

If a Player remains Hidden until the end of their next Turn, remove their Hidden status at the end of that Turn.

Rule

Game effects may remove Hidden earlier.

Rule

Free Actions do not remove Hidden unless the Free Action or another rule specifically states otherwise.

SECTION_ID: MOVE_ACTION

Move Action

Action Type

Turn Action

Requirement

The Active Player must choose an adjacent Room.

Procedure

  1. Move the Active Player's Portrait to the chosen adjacent Room.
  2. Make a Perception Check against MOVEMENT_PERCEPTION_TN.
  3. Resolve the result.

Success

If the Perception Check succeeds, the Move Action succeeds.

Success

If the Room entered contains one or more Hidden Players, the Active Player may immediately take one Seek Action for free.

Failure

If the Perception Check fails, draw and resolve one Random Encounter.

Rule

The Perception Check for Move is made after the Portrait is moved to the chosen Room.

Rule

The free Seek Action granted by Move may target one Hidden Player in the Room entered.

Rule

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.

Rule

A Player may decline the free Seek Action.

Rule

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

Open Chest Action

Action Type

Turn Action

Requirement

The Active Player must be in a Room containing a Chest Token.

Procedure

  1. Choose one Chest Token in the Active Player's Room.
  2. Make a Perception Check against the Chest Token's TN.
  3. Resolve the result.

Success

If the Perception Check succeeds, remove the Chest Token from the Room and place it in the Chest Token discard area.

Success

The Active Player draws Loot according to the Loot list displayed on the back of the Chest Token.

Failure

If the Perception Check fails, the Chest Token remains in the Room.

Default Chest Loot Lists

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.

Rule

The front of the Chest Token determines the Target Number for the Open Chest Action.

Rule

The back of the Chest Token determines the Loot list for the Open Chest Action.

Rule

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

Hide Action

Action Type

Turn Action

Requirement

The Active Player must not be in the same Room as another Player.

Procedure

  1. Make a Perception Check against HIDE_ACTION_TN.
  2. Resolve the result.

Success

If the Perception Check succeeds, the Active Player gains Hidden.

Success

Place a Hidden Token next to the Active Player's Portrait on the Map.

Failure

If the Perception Check fails, nothing happens.

Rule

Hidden is removed according to the Hidden Status and Actions rules in this document.

Reference: Perception Checks.

SECTION_ID: SEEK_ACTION

Seek Action

Action Type

Turn Action

Requirement

The Active Player must be in the same Room as at least one Hidden Player.

Target

One Hidden Player in the Active Player's Room.

Procedure

  1. The Active Player chooses one Hidden Player in the same Room.
  2. The Active Player and the chosen Hidden Player make a Contested Perception Check.
  3. Resolve the result.

Success

If the Active Player wins the Contested Perception Check, remove the Hidden token from the target.

Failure

If the Active Player does not win the Contested Perception Check, the target gains SEEK_OPPONENT_REWARD.

Rule

Seek affects only the chosen Hidden Player unless a rule specifically states otherwise.

References: Contested Checks, Perception Checks.

SECTION_ID: AMBUSH_ACTION

Ambush Action

Action Type

Turn Action

Requirement

The Active Player must be in the same Room as the target.

Target

One non-Hidden Player in the Active Player's Room.

Procedure

  1. The Active Player chooses one non-Hidden Player in the same Room.
  2. The Active Player and the target make a Contested Perception Check.
  3. Resolve the result.

Success

If the Active Player wins the Contested Perception Check, a Combat Encounter begins.

Success

The Active Player is the initiating Player for that Combat Encounter.

Success

The Ambush result determines initial Combat Encounter priority as defined in 06_COMBAT_ENCOUNTER.

Failure

If the Active Player does not win the Contested Perception Check, the target gains AMBUSH_OPPONENT_REWARD.

Rule

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.

Rule

If the Active Player was Hidden, remove Hidden before resolving Ambush.

Rule

Removing Hidden before resolving Ambush does not prevent the Active Player from applying the started-the-Turn-Hidden benefit.

Rule

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

Challenge Action

Action Type

Turn Action

Requirement

The Active Player must be in the same Room as the target.

Target

One non-Hidden Player in the Active Player's Room.

Procedure

  1. The Active Player chooses one non-Hidden Player in the same Room.
  2. The target chooses whether to accept or decline the Challenge.
  3. Resolve the target's choice.

Decline

No Combat Encounter begins.

Decline

If the Active Player has not already gained CHALLENGE_DECLINE_REWARD this Turn, the Active Player gains CHALLENGE_DECLINE_REWARD.

Accept

If the target accepts, the Active Player and the target make a Contested Quickness Check.

Accept Success

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.

Accept Failure

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.

Rule

Challenge is a Combat Encounter initiation Action.

Rule

A declined Challenge still spends the Turn Action.

Rule

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

Pickpocket Action

Action Type

Turn Action

Requirement

The Active Player must be in the same Room as the target.

Requirement

The target must have at least one Loot card in their Backpack.

Target

One non-Hidden Player in the Active Player's Room.

Procedure

  1. The Active Player chooses one non-Hidden Player in the same Room.
  2. The Active Player and the target make a Contested Perception Check.
  3. Resolve the result.

Success

If the Active Player wins the Contested Perception Check, the Active Player chooses one Loot card from the target's Backpack and takes it.

Failure

If the Active Player does not win the Contested Perception Check, the target gains PICKPOCKET_OPPONENT_REWARD.

Rule

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.

Rule

If the Active Player was Hidden, remove Hidden before resolving Pickpocket.

Rule

Removing Hidden before resolving Pickpocket does not prevent the Active Player from applying the started-the-Turn-Hidden benefit.

Rule

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

Take A Shot Action

Action Type

Turn Action

Requirement

The Active Player must have access to the Mystic Dagger or an available Ranged Weapon.

Requirement

The target must be in an adjacent Room.

Target

One non-Hidden Player in an adjacent Room.

Procedure

  1. The Active Player chooses one non-Hidden Player in an adjacent Room.
  2. The Active Player chooses the Mystic Dagger or an available Ranged Weapon.
  3. The Active Player and the target make a Contested Perception Check.
  4. Resolve the Contested Perception Check.
  5. If the Active Player wins the Contested Perception Check, calculate the target's current Defense according to 06_COMBAT_ENCOUNTER.
  6. The Active Player makes a Quickness Check using their current Quickness against the target's current Defense.
  7. Resolve the result.

If Either Check Fails

The target gains TAKE_A_SHOT_OPPONENT_REWARD and the Action ends.

Quickness Check Success

If the Quickness Check succeeds, apply Damage using the chosen Ranged Weapon or Mystic Dagger according to 06_COMBAT_ENCOUNTER, then the Action ends.

Rule

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.

Rule

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 Actions

Action Type

Free Action

Rule

A Free Action is an action that does not spend a Turn Action or consume a Combat Action.

Rule

A Player may take Free Actions only during their own Player Turn or their own Combat Turn.

Rule

A Player may not take Free Actions during another Player's Player Turn or Combat Turn unless a rule specifically states otherwise.

Rule

A Player may take any number of different Free Actions available to them during their own Player Turn or Combat Turn.

Rule

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.

Rule

A Free Action must be fully resolved before another Action begins.

Rule

A Free Action may include Checks, Attack Checks, Damage, Loot management, movement, or other game effects if that Free Action specifically says so.

Rule

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

Actions and Death Interruption

Rule

If Death is triggered during an Action, immediately pause the Action and resolve the Death Process.

Rule

After the Death Process is completed, check for Victory.

Rule

If Victory occurs, the game ends immediately.

Rule

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

Actions and Combat Interruption

Rule

If a Turn Action initiates a Combat Encounter, normal Turn resolution is interrupted.

Rule

The Combat Encounter must be fully resolved before normal Turn resolution continues.

Rule

After the Combat Encounter ends, gameplay resumes according to 06_COMBAT_ENCOUNTER and 02_GAME_STRUCTURE.

Rule

If the Active Player survives and their Turn continues, they may spend any remaining Turn Actions.

Rule

If the Active Player does not survive, their Turn ends immediately.

References: End of Combat, Turn Sequence.

SECTION_ID: ACTION_SUMMARY

Action Summary

Move

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.

Open Chest

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.

Hide

Make a Perception Check against HIDE_ACTION_TN while alone in a Room. On success, gain Hidden.

Seek

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.

Ambush

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.

Challenge

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.

Pickpocket

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.

Take A Shot

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.

Preferred Citation

Viva La Dungeon Board Game Rules Reference v1.0. Created by The Lich. Art by Greedmaw Coffin. Published by Zontco.