Zontco

Core Dungeon Bomb Deck

The Viva La Dungeon Core Dungeon Bomb Deck defines the core standard Dungeon Bomb cards in the Viva La Dungeon board game Dungeon Bomb Deck, including card names, component IDs, quantities, phases, printed descriptions, active effect indicators, and manual clarifications.

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

Source metadata

File ID

DUNGEON_BOMBS_CORE

File name

Viva La Dungeon Core Dungeon Bomb Deck

Version

0.3

Status

ACTIVE

Game component type

Card

Canonical definition

This page is the official component reference for the Core Dungeon Bomb Deck used in the Viva La Dungeon board game. Each component listed in this document is a standard Dungeon Bomb card unless another rule specifically states otherwise.

This document is intended to be plug-in-play. It defines component identity and printed card text for core standard Dungeon Bomb cards.

This file does not create additional card effects beyond the printed card text and the rules stated in this document. It does not define Cube Cards or Cube State Cards beyond the listed Cube State card identities.

Authoritative for

  • Core standard Dungeon Bomb Deck contents
  • Core Dungeon Bomb card definitions
  • Core Dungeon Bomb component IDs
  • Core Dungeon Bomb names
  • Core Dungeon Bomb quantities
  • Core Dungeon Bomb phases
  • Core Dungeon Bomb printed descriptions
  • Core Dungeon Bomb active effect indicators
  • Core Dungeon Bomb manual clarifications

Dependencies

Dependency

00_ONTOLOGY

Dependency

01_CORE_CONCEPTS

Dependency

02_GAME_STRUCTURE

Dependency

03_SETUP

Dependency

04_PLAYER_STRUCTURE

Dependency

05_ACTIONS

Dependency

06_COMBAT_ENCOUNTER

Dependency

07_DUNGEON_BOMBS

Dependency

08_LOOT_AND_INVENTORY

Dependency

10_RANDOM_ENCOUNTERS

Used by

  • 03_SETUP
  • 07_DUNGEON_BOMBS
  • 08_LOOT_AND_INVENTORY
  • 10_RANDOM_ENCOUNTERS
  • Future Dungeon Bomb card-specific documentation
  • Future Level Box setup documentation

Reference

  • 00_ONTOLOGY > Card
  • 00_ONTOLOGY > Dungeon Bomb
  • 00_ONTOLOGY > Dungeon Bomb Deck
  • 00_ONTOLOGY > Active Dungeon Bomb Effect
  • 00_ONTOLOGY > Phase 1 Bomb
  • 00_ONTOLOGY > Phase 2 Bomb
  • 00_ONTOLOGY > Phase 1 Cube State Card
  • 00_ONTOLOGY > Phase 2 Cube State Card
  • 01_CORE_CONCEPTS > CHECKS (Checks)
  • 01_CORE_CONCEPTS > STAT_CHECKS (Stat Checks)
  • 01_CORE_CONCEPTS > TARGET_NUMBER (Target Number)
  • 01_CORE_CONCEPTS > DAMAGE (Damage)
  • 01_CORE_CONCEPTS > EVENT_REWARD (Event Reward)
  • 02_GAME_STRUCTURE > DUNGEON_BOMB_STEP (Dungeon Bomb Step)
  • 05_ACTIONS > MOVE_ACTION (Move Action)
  • 05_ACTIONS > HIDE_ACTION (Hide Action)
  • 05_ACTIONS > OPEN_CHEST_ACTION (Open Chest Action)
  • 05_ACTIONS > TAKE_A_SHOT_ACTION (Take A Shot Action)
  • 05_ACTIONS > FREE_ACTIONS (Free Actions)
  • 06_COMBAT_ENCOUNTER > ATTACK_CHECKS (Attack Checks)
  • 06_COMBAT_ENCOUNTER > DAMAGE_CALCULATION (Damage Calculation)
  • 07_DUNGEON_BOMBS > DRAWING_AND_RESOLVING_DUNGEON_BOMBS (Drawing and Resolving Dungeon Bombs)
  • 07_DUNGEON_BOMBS > ACTIVE_DUNGEON_BOMB_EFFECTS (Active Dungeon Bomb Effects)
  • 07_DUNGEON_BOMBS > PHASE_1_BOMBS (Phase 1 Bombs)
  • 07_DUNGEON_BOMBS > PHASE_2_BOMBS (Phase 2 Bombs)
  • 07_DUNGEON_BOMBS > CUBE_ROOM_END_EFFECTS (Cube Room End Effects)
  • 08_LOOT_AND_INVENTORY > LOOT_MANAGEMENT_WINDOW (Loot Management Window)
  • 08_LOOT_AND_INVENTORY > DISCARDING_LOOT (Discarding Loot)
  • 10_RANDOM_ENCOUNTERS > RANDOM_ENCOUNTER (Random Encounter)

Core Dungeon Bomb Deck Rules

SECTION_ID

CORE_DUNGEON_BOMB_DECK_RULES

  • Each component listed in this document is a standard Dungeon Bomb card unless another rule specifically states otherwise.
  • The Core standard Dungeon Bomb card list contains 42 cards.
  • The Core Phase 1 Bomb list contains 20 cards.
  • The Core Phase 2 Bomb list contains 20 cards.
  • The Core Cube State list contains 2 cards.
  • Each component listed in this document has COMPONENT_QUANTITY: 1 unless another quantity is listed.
  • CARD_DESCRIPTION is the printed rules text for that Dungeon Bomb card.
  • ACTIVE_EFFECT identifies whether the Dungeon Bomb is intended to create a continuing active Dungeon Bomb effect while it is face up on top of a Player's Dungeon Bomb Stack.
  • A Dungeon Bomb with ACTIVE_EFFECT: Yes should remain face up after resolution unless a card-specific rule says otherwise.
  • A Dungeon Bomb with ACTIVE_EFFECT: No should be flipped face down after resolution unless a card-specific rule says otherwise.
  • Dungeon Bomb cards are resolved according to 07_DUNGEON_BOMBS unless the card specifically states otherwise.
  • If a Dungeon Bomb card text conflicts with a general rule in 07_DUNGEON_BOMBS, the Dungeon Bomb card text applies to that card unless another rule specifically states otherwise.
  • MANUAL_CLARIFICATION provides manual-facing explanation, examples, timing notes, or edge-case clarification for a card.
  • MANUAL_CLARIFICATION does not create a new card effect unless another rule specifically states otherwise.
  • If MANUAL_CLARIFICATION contradicts CARD_DESCRIPTION, the contradiction must be resolved by updating CARD_DESCRIPTION or creating a card-specific rule.

Core Dungeon Bombs Phase 1

SECTION_ID

CORE_DUNGEON_BOMBS_PHASE_1

  • Each component listed in this section is a Phase 1 Bomb.
  • Each component listed in this section is resolved according to its CARD_DESCRIPTION and the Dungeon Bomb rules in 07_DUNGEON_BOMBS.

Core Dungeon Bombs Phase 2

SECTION_ID

CORE_DUNGEON_BOMBS_PHASE_2

  • Each component listed in this section is a Phase 2 Bomb.
  • Each component listed in this section is resolved according to its CARD_DESCRIPTION and the Dungeon Bomb rules in 07_DUNGEON_BOMBS.

Core Dungeon Bombs Cube State Cards

SECTION_ID

CORE_DUNGEON_BOMBS_CUBE_STATE

  • Each component listed in this section is a Cube State Card.
  • Each component listed in this section is resolved according to its CARD_DESCRIPTION and the Dungeon Bomb rules in 07_DUNGEON_BOMBS.

Core Dungeon Bomb card list

Dungeon Bomb cards are listed from the canonical source text. Each row has a stable HTML ID for direct linking, citation, and rules-reference use.

Dungeon Bomb Component ID Phase / Type Quantity Active Effect Printed description Manual clarification
Bring the Pain CORE_BRING_THE_PAIN Phase 1 Bomb 1 Yes All Damage dealt by Players increases by 2. This modifies Damage dealt by Players. It does not modify Damage dealt by Dungeon Bombs, Random Encounters, Cube Room End Effects, or other non-Player sources unless another rule specifically states otherwise.
The Walls Are Laughing CORE_WALLS_ARE_LAUGHING Phase 1 Bomb 1 Yes All Players receive -2 to Perception Checks. Apply the penalty to each Perception Check while this Dungeon Bomb is active.
Loot the Body CORE_LOOT_THE_BODY Phase 1 Bomb 1 No Draw 1 Armor. The Active Player draws the Armor.
Sword in the Stone CORE_SWORD_IN_THE_STONE Phase 1 Bomb 1 No Draw 1 Weapon. The Active Player draws the Weapon.
Nap Time CORE_NAP_TIME Phase 1 Bomb 1 Yes After a Move Action Perception Check fails, that Player may ignore the Random Encounter draw. This does not make the Move Action Perception Check succeed. It only allows the Player to ignore the Random Encounter draw caused by failing that Check.
Got Your Six... CORE_GOT_YOUR_SIX Phase 1 Bomb 1 Yes Roll 1d6 and place it on this card. All Players add that result to Defense. If the d6 is needed for another roll, keep the result marked and return the d6 to this card after use.
Pick a Lock CORE_PICK_A_LOCK Phase 1 Bomb 1 No Quickness Check 10. Success: Draw 1 Weapon, 1 Armor, and 1 Common Magic. The Active Player makes the Check and draws the Loot on success.
Random Encounter! CORE_RANDOM_ENCOUNTER Phase 1 Bomb 1 No Draw and resolve 1 Random Encounter. The Active Player is the Encountering Player unless another rule specifically states otherwise.
Sippin' on Tsuni CORE_SIPPIN_ON_TSUNI Phase 1 Bomb 1 Yes Free Action: Sip from the Skull of Tsuni. Roll 1d6. 1: lose 3 Health. 6: heal 3 Health. Each Player may use once per Turn. Results 2-5 have no effect. This Free Action follows the standard Free Action rules while this Dungeon Bomb is active.
Teleported to Kanji! CORE_TELEPORTED_TO_KANJI Phase 1 Bomb 1 No Roll 1d4. 1: Draw 1 Weapon. 2: Draw 1 Armor. 3: Find a salad bowl. 4: Lose 1 Health. Then return. The salad bowl is not real.
Cube Gifts CORE_CUBE_GIFTS Phase 1 Bomb 1 Yes While in a Cube Room, you may take this Free Action: lose 2 Health to draw 1 Common Magic. The Player using this Free Action must have their Portrait in a Cube Room. Losing 2 Health may trigger Death before the Common Magic is drawn.
A Dungeon Hobo Challenges You... CORE_A_DUNGEON_HOBO_CHALLENGES_YOU Phase 1 Bomb 1 No Brawn Check 15. Success: Draw 1 Rare Magic. Hobo King's Champion gains +5 to this Check. The Active Player makes the Check.
Answer the Woods' Call... CORE_ANSWER_THE_WOODS_CALL Phase 1 Bomb 1 No Vitality Check 15. Success: Draw 1 Rare Magic. Mother of Wood's Champion gains +5 to this Check. The Active Player makes the Check.
Jam with Mao & the Muses CORE_JAM_WITH_MAO_AND_THE_MUSES Phase 1 Bomb 1 No Roll 1d6. 1-3: choose lose 2 Health, lose 1 Kaos, or discard 1 Backpack Loot. 4-6 or Mao's Champion: choose heal 2 Health, gain 1 Kaos, or draw 1 Common Magic. Mao's Champion chooses from the 4-6 reward list without rolling.
Greedmaw's Alchemy CORE_GREEDMAWS_ALCHEMY Phase 1 Bomb 1 No In Turn Order, starting with the Active Player, each Player may discard 1 Loot from their Inventory to draw 1 Loot of the same type. Resolve each participating Player one at a time in Turn Order. Plot Armor is not standard Loot and cannot be exchanged this way.
Capture the Neckromancer's Attention... CORE_CAPTURE_THE_NECKROMANCERS_ATTENTION Phase 1 Bomb 1 No Intellect Check 15. Success: Draw 1 Rare Magic. Neckromancer's Champion gains +5 to this Check. The Active Player makes the Check.
Goblin Sack Raid! CORE_GOBLIN_SACK_RAID Phase 1 Bomb 1 No In Turn Order, starting with the Active Player, each Player makes a Quickness Check 10. Failure: discard 1 Backpack Loot, or lose 2 Health if unable. Resolve each Player's Check and failure effect before the next Player resolves theirs.
Pineapple's Critical Hits CORE_PINEAPPLES_CRITICAL_HITS Phase 1 Bomb 1 Yes While active, Critical Success and Critical Failure rewards also include: draw 1 Common Magic. This adds to the base Critical Success or Critical Failure reward. It does not replace that reward.
The Skull Wind CORE_THE_SKULL_WIND Phase 1 Bomb 1 Yes Ranged Weapons cannot be used, and Take A Shot may not be taken. This affects Ranged Weapons used for Ranged Attacks and other effects that use Ranged Weapons.
Mystical Power Surge CORE_MYSTICAL_POWER_SURGE Phase 1 Bomb 1 Yes Mystic Dagger base Damage is 1d6 instead of 2. Use 1d6 in place of the Mystic Dagger's normal base Damage value while this Dungeon Bomb is active.
We Don't Need Gods CORE_WE_DONT_NEED_GODS Phase 2 Bomb 1 No All Players gain 2 Kaos. Resolve this effect once during Dungeon Bomb resolution.
The Gods Have Left CORE_THE_GODS_HAVE_LEFT Phase 2 Bomb 1 Yes Players cannot spend Kaos. Players may still gain Kaos while this Dungeon Bomb is active.
Bright Lights CORE_BRIGHT_LIGHTS Phase 2 Bomb 1 Yes Hide may not be taken. This prevents the Hide Action while active. It does not remove Hidden from Players who are already Hidden unless another rule specifically says so.
The Floor is Lava CORE_THE_FLOOR_IS_LAVA Phase 2 Bomb 1 Yes Before taking a Move Action, discard 1 Weapon, Armor, or Backpack Loot. A Player who cannot discard an eligible Loot card cannot take the Move Action while this Dungeon Bomb is active.
Doctor Dungeon! CORE_DOCTOR_DUNGEON Phase 2 Bomb 1 No Roll 1d6. All Surviving Players heal that much Health. Resolve this effect once during Dungeon Bomb resolution.
With Haste! CORE_WITH_HASTE Phase 2 Bomb 1 Yes Players may move up to 2 Rooms with a single Move Action. A Player moving 2 Rooms must follow legal Room Connections. Resolve the Move Action Perception Check after the movement is complete.
Sharknado! CORE_SHARKNADO Phase 2 Bomb 1 No In Turn Order, starting with the Active Player, each Player faces a raging Dungeon Shark: Brawn Check 15. Success: Event Reward. Failure: 1d6 Damage. Mao's Champion may ignore. Fernando auto-succeeds. Mao's Champion may ignore the Dungeon Bomb entirely. Fernando auto-succeeds without rolling. Event Reward uses the current Event Reward defined in 01_CORE_CONCEPTS.
Dungeon Rage CORE_DUNGEON_RAGE Phase 2 Bomb 1 Yes All Random Encounter Damage increases by 3. This modifies Damage caused by Random Encounters while this Dungeon Bomb is active.
Dungeon Wink CORE_DUNGEON_WINK Phase 2 Bomb 1 No You may spend 1 Kaos to draw 1 Rare Magic. The Active Player chooses whether to spend the Kaos during Dungeon Bomb resolution.
Max Booty Chests! CORE_MAX_BOOTY_CHESTS Phase 2 Bomb 1 No Return any discarded Max Booty Chest Tokens to non-Cube Rooms. If there are more discarded Max Booty Chest Tokens than legal Rooms, place as many as possible.
Purple Bat Country CORE_PURPLE_BAT_COUNTRY Phase 2 Bomb 1 Yes After a Move Action, draw 1 Random Encounter even if the Move Action Perception Check succeeded. The Player who took the Move Action is the Encountering Player.
Get Ready to Rumble! CORE_GET_READY_TO_RUMBLE Phase 2 Bomb 1 Yes All Players receive +3 to Attack Checks. Attack Checks are defined in 06_COMBAT_ENCOUNTER.
Tanks for Nothing CORE_TANKS_FOR_NOTHING Phase 2 Bomb 1 Yes Roll 1d6 and place it on this card. All Players subtract that result from Defense. If the d6 is needed for another roll, keep the result marked and return the d6 to this card after use.
Goin' Dark CORE_GOIN_DARK Phase 2 Bomb 1 Yes Players receive +3 to Hide Action Perception Checks. This modifies the Perception Check made while resolving the Hide Action.
No Common for You! CORE_NO_COMMON_FOR_YOU Phase 2 Bomb 1 Yes Common Magic may not be used. Common Magic may still be drawn, gained, stored, discarded, or taken unless another rule specifically states otherwise.
Oh Sh*t! Hide the Chests. CORE_OH_SHT_HIDE_THE_CHESTS Phase 2 Bomb 1 Yes Oh Sh*t It's a Dragon is searching for Loot. Open Chest may not be taken. This prevents the Open Chest Action while active. It does not remove Chest Tokens from the Map.
Honk. The Goose Is Loose. CORE_HONK Phase 2 Bomb 1 No Discard 1 Backpack Loot. The Active Player discards the Backpack Loot. If they have no Backpack Loot, discard nothing.
Slim Pickins CORE_SLIM_PICKINS Phase 2 Bomb 1 No Return any discarded Small Chest Tokens to non-Cube Rooms. If there are more discarded Small Chest Tokens than legal Rooms, place as many as possible.
Doc Doc's "Updoc" CORE_DOC_DOCS_UPDOC Phase 2 Bomb 1 Yes Free Action: Visit Doc Doc. Make a Vitality Check. 15+: heal 1d8+Vitality Health. 2-14: heal 1d6-2+Vitality Health. Natural 1: take 1d4 Damage. [TBD]
Jelly Cube Deals... CORE_JELLY_CUBE_DEALS Phase 2 Bomb 1 Yes When a Cube Room End Effect would deal Damage to you, you may discard 1 Loot to ignore that Damage. This ignores only the Damage from that Cube Room End Effect. It does not ignore non-Damage Cube Room End Effects unless another rule specifically states otherwise.
Core Phase 1 Cube State Card CORE_PHASE_1_CUBE_STATE Cube State Card 1 Yes Cube Room End Effect: take 1d6 Damage. When this is drawn create the Cube State Area by placing it face up next to the Dungeon Bomb deck.
Core Phase 2 Cube State Card CORE_PHASE_2_CUBE_STATE Cube State Card 1 Yes Cube Room End Effect: take 2d6 Damage. When this is drawn place it face up over the Phase 1 Cube State card.

Quick reference

Deck count

42 cards

The Core standard Dungeon Bomb card list contains 42 cards.

Phase 1

20 cards

The Core Phase 1 Bomb list contains 20 cards.

Phase 2

20 cards

The Core Phase 2 Bomb list contains 20 cards.

Cube State

2 cards

The Core Cube State list contains 2 cards.

Active effect reference

ACTIVE_EFFECT identifies whether the Dungeon Bomb is intended to create a continuing active Dungeon Bomb effect while it is face up on top of a Player's Dungeon Bomb Stack.

ACTIVE_EFFECT: Yes

Remain face up

A Dungeon Bomb with ACTIVE_EFFECT: Yes should remain face up after resolution unless a card-specific rule says otherwise.

ACTIVE_EFFECT: No

Flip face down

A Dungeon Bomb with ACTIVE_EFFECT: No should be flipped face down after resolution unless a card-specific rule says otherwise.

Official attribution

This reference is designed to define rules precisely. It is not a step-by-step learn-to-play guide and does not replace the official game components. These rules define the core systems but do not include the full commercial game contents, cards, art, components, or final product materials.

Official rules for Viva La Dungeon, a tabletop dungeon-battle-royale board game created by The Lich, featuring art by Greedmaw Coffin, and published by Zontco. Viva La Dungeon is a Zontco product.

© 2026 Zontco. All rights reserved. Please credit: Viva La Dungeon Board Game Rules Reference v1.0. Created by The Lich. Art by Greedmaw Coffin. Published by Zontco.

Preferred citation

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