File ID
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.
Source metadata
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.
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_SETUP07_DUNGEON_BOMBS08_LOOT_AND_INVENTORY10_RANDOM_ENCOUNTERS- Future Dungeon Bomb card-specific documentation
- Future Level Box setup documentation
Reference
00_ONTOLOGY> Card00_ONTOLOGY> Dungeon Bomb00_ONTOLOGY> Dungeon Bomb Deck00_ONTOLOGY> Active Dungeon Bomb Effect00_ONTOLOGY> Phase 1 Bomb00_ONTOLOGY> Phase 2 Bomb00_ONTOLOGY> Phase 1 Cube State Card00_ONTOLOGY> Phase 2 Cube State Card01_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_BOMBSunless 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.