File ID
06_COMBAT_ENCOUNTER
The Viva La Dungeon Combat Encounter rules define Combat Encounters, Combatants, Combat Room, Combat Order, Combat Turns, Combat Actions, Attack Action, Attack Checks, Melee Attacks, Ranged Attacks, Defense calculation, Attack Check resolution, Critical Hit and Critical Failure effects, Damage calculation, Mystic Dagger combat rules, Dropped Weapons, Disengage, Flee, Combat Encounter end conditions, and returning to normal gameplay after Combat.
A Combat Encounter is a temporary game state in which two or more Players fight until fewer than two Combatants remain. A Combat Encounter pauses normal gameplay and must be fully resolved before normal gameplay resumes.
This document defines how Combat Encounters resolve.
Combat uses Attacks.
Melee Attacks use Brawn Checks.
Ranged Attacks use Quickness Checks.
Attack Check is a contextual label for a Stat Check made as part of resolving an Attack.
Death Processes are defined in Death Process.
Loot management is defined in Loot Management Window.
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 |
|---|---|
DISENGAGE_COST | 2 Kaos |
SECTION_ID: COMBAT_AUTHORITY_BOUNDARY
This document defines Combat Encounters, Combat Actions, Attacks, Attack Checks, Defense calculation during Combat, Damage calculation during Combat, Dropped Weapons, Disengage, Flee, and the end of Combat Encounters.
Combat Encounters interrupt normal gameplay as defined in Combat Encounters.
Combat Encounters are initiated by Ambush, accepted Challenge, or another rule that specifically initiates a Combat Encounter.
If Damage causes Death, pause the current process and resolve Death according to Death Process.
If Combat Damage creates a Loot Opportunity, resolve that Loot Opportunity according to Combat Death Loot Opportunity and Loot Management Window.
SECTION_ID: COMBAT_ENCOUNTER
A Combat Encounter is a temporary game state in which two or more Players fight until fewer than two Combatants remain.
A Combat Encounter pauses normal gameplay.
A Combat Encounter must be fully resolved before normal gameplay resumes.
A Combat Encounter occurs in a specific Room.
The Room where the Combat Encounter begins is the Combat Room.
Combat Encounter procedures use each Player's Portrait to determine Room position.
SECTION_ID: COMBAT_ROOM
The Combat Room is the Room in which a Combat Encounter begins.
The Combat Room is determined when the Combat Encounter begins.
A Player's Portrait must be in the Combat Room to become a Combatant unless a rule specifically states otherwise.
A Combatant remains in the Combat Room unless they leave Combat through Disengage, Death, Flee, or another rule that specifically removes them from the Combat Encounter.
SECTION_ID: COMBATANT
A Combatant is a Player participating in a Combat Encounter.
The initiating Player becomes a Combatant.
The primary target of the Ambush or Challenge becomes a Combatant.
Each other non-Hidden Player whose Portrait is in the Combat Room when the Combat Encounter begins becomes a Combatant.
Hidden Players whose Portraits are in the Combat Room do not become Combatants unless a rule specifically states otherwise.
A Player stops being a Combatant when they leave Combat.
A Combatant leaves Combat when they die, successfully Disengage, Flee, or are removed from Combat by a rule.
SECTION_ID: INITIATING_PLAYER
The initiating Player is the Player whose action or effect caused the Combat Encounter to begin.
For Ambush, the Player who took the Ambush Action is the initiating Player.
For Challenge, the Player who took the Challenge Action is the initiating Player.
If another rule initiates a Combat Encounter, that rule identifies the initiating Player.
SECTION_ID: COMBAT_ENCOUNTER_INITIATION
The Combat Room is the Room occupied by the initiating Player's Portrait when the Combat Encounter begins unless a rule specifically states otherwise.
The primary target is the target selected by the action or effect that initiated the Combat Encounter.
SECTION_ID: COMBAT_ORDER
Combat Order is the order in which Combatants take Combat Turns during a Combat Encounter.
Combat Order is determined once when the Combat Encounter begins.
Combat Order remains unchanged unless a rule specifically states otherwise.
If a Combatant leaves Combat, remove that Combatant from Combat Order.
When the last Combatant in Combat Order completes their Combat Turn, Combat Order returns to the first remaining Combatant.
SECTION_ID: AMBUSH_COMBAT_ORDER
If Ambush initiates a Combat Encounter, the initiating Player is first in Combat Order.
The primary target is second in Combat Order.
Each other non-Hidden Player in the Combat Room makes a Contested Quickness Check using current Quickness to determine their position after the first and second Combatants.
Current Quickness is calculated according to Calculate Stat.
Other Combatants are added to Combat Order from highest Final Result to lowest Final Result.
Ties among other Combatants are rerolled among the tied Combatants.
Kaos may not be spent on Combat Order Checks.
Natural 1s and natural 20s on Combat Order Checks do not automatically fail or succeed.
Natural 1s and natural 20s on Combat Order Checks still trigger Critical Failure and Critical Success rewards unless rerolled or otherwise prevented.
SECTION_ID: CHALLENGE_COMBAT_ORDER
If Challenge initiates a Combat Encounter, the Challenge result determines the first and second Combatants.
If the initiating Player wins the Contested Quickness Check from the Challenge Action, the initiating Player is first in Combat Order and the primary target is second.
If the initiating Player does not win the Contested Quickness Check from the Challenge Action, the primary target is first in Combat Order and the initiating Player is second.
Each other non-Hidden Player in the Combat Room makes a Contested Quickness Check using current Quickness to determine their position after the first and second Combatants.
Current Quickness is calculated according to Calculate Stat.
Other Combatants are added to Combat Order from highest Final Result to lowest Final Result.
Ties among other Combatants are rerolled among the tied Combatants.
Kaos may not be spent on Combat Order Checks.
Natural 1s and natural 20s on Combat Order Checks do not automatically fail or succeed.
Natural 1s and natural 20s on Combat Order Checks still trigger Critical Failure and Critical Success rewards unless rerolled or otherwise prevented.
SECTION_ID: FIRST_ATTACK_TARGET
When a Combat Encounter begins, identify the initiating Player and the primary target according to Combat Encounter Initiation.
During the first Combatant's first Combat Turn of a Combat Encounter, that Combatant may only make Attacks against the other Combatant from the initiating pair.
If the first Combatant in Combat Order is the initiating Player, that Combatant's first Attack must target the primary target.
If the first Combatant in Combat Order is the primary target, that Combatant's first Attack must target the initiating Player.
This restriction applies to Attacks made during the first Combatant's first Combat Turn, whether the Attack is made through the Attack Combat Action or another rule that allows an Attack.
This restriction does not force the first Combatant to Attack.
If the required target is no longer a Combatant when the first Combatant would make an Attack, this restriction no longer applies.
After the first Combatant's first Combat Turn is complete, Attacks follow normal target selection unless a rule specifically states otherwise.
SECTION_ID: COMBAT_TURN
A Combat Turn is a Combatant's opportunity to act during a Combat Encounter.
Combat Turns are not Player Turns.
Taking a Combat Turn does not prevent a Player from taking their normal Player Turn later in Turn Order.
On a Combatant's Combat Turn, that Combatant may take available Free Actions and choose one Combat Action.
A Combatant may decline to take a Combat Action.
A Combat Turn must be fully resolved before the next Combatant's Combat Turn begins.
If Death is triggered during a Combat Turn, pause the Combat Turn and resolve the Death Process immediately.
After any Death Process, check for Victory according to Victory Checks.
If Victory occurs, the game ends immediately.
If Victory does not occur, resume the Combat Encounter if at least two Combatants remain.
Free Actions taken during Combat follow the Free Action rules in Actions.
SECTION_ID: ATTACK_ACTION
Combat Action
An Attack is a Combat Action that allows a Combatant to attempt to hit another Combatant.
The attacking Combatant chooses one target Combatant.
Attack target selection is subject to First Attack Target restrictions when those restrictions apply.
The target must be another Combatant in the same Combat Encounter.
The attacking Combatant chooses one available Melee option or Ranged option.
A Combatant may not target themselves with an Attack.
An Attack may be Melee or Ranged.
Melee Attacks use current Brawn.
Ranged Attacks use current Quickness.
Current Stats are calculated according to Calculate Stat.
SECTION_ID: AVAILABLE_ATTACK_OPTIONS
A Combatant may make a Melee Attack using an Equipped Melee Weapon.
A Combatant may make a Ranged Attack using an Equipped Ranged Weapon.
A Combatant may use the Mystic Dagger to make either a Melee Attack or a Ranged Attack.
The Mystic Dagger is always available unless a rule specifically states otherwise.
A Dropped Weapon is not available for Attacks until recovered or restored.
If a Combatant has no available Equipped Weapon, they may still use the Mystic Dagger.
SECTION_ID: ATTACK_CHECKS
An Attack Check is a Stat Check made as part of resolving an Attack.
Attack Check is a contextual label, not a core Check category.
Attack Checks are Stat Checks with additional Attack rules.
A Melee Attack Check is a Brawn Check made as part of resolving a Melee Attack.
A Ranged Attack Check is a Quickness Check made as part of resolving a Ranged Attack.
Only a Check made as part of resolving an Attack is an Attack Check unless a rule specifically states otherwise.
Attack Checks use the target's current Defense as their Target Number.
Attack Checks are resolved according to Attack Check Resolution in this document.
SECTION_ID: MELEE_ATTACK
Attack
The attacking Combatant must use an available Melee Weapon or the Mystic Dagger as a Melee option.
A Melee Attack Check is a Brawn Check using current Brawn.
A Melee Attack adds current Brawn to Damage unless a rule specifically states otherwise.
Current Brawn is calculated according to Calculate Stat.
The target's current Defense is calculated according to Calculate Defense.
Damage from a successful Melee Attack is resolved according to Damage Calculation.
SECTION_ID: RANGED_ATTACK
Attack
The attacking Combatant must use an available Ranged Weapon or the Mystic Dagger as a Ranged option.
A Ranged Attack Check is a Quickness Check using current Quickness.
A Ranged Attack adds current Quickness to Damage unless a rule specifically states otherwise.
Current Quickness is calculated according to Calculate Stat.
The target's current Defense is calculated according to Calculate Defense.
Damage from a successful Ranged Attack is resolved according to Damage Calculation.
SECTION_ID: CALCULATE_DEFENSE
Defense is the Target Number used by Attacks and other game effects that specifically use Defense.
Using Defense as a Target Number does not make a Check an Attack Check.
Using Defense as a Target Number does not make a game effect an Attack, Combat Action, or Combat Encounter unless the rule creating that effect specifically says so.
A Player's Defense is calculated from all applicable Defense sources.
A Defense source only modifies Defense if that source or another rule specifically states that it modifies Defense.
Armor modifies Defense while Equipped in an Armor Slot.
Armor stored in the Backpack does not modify Defense unless a rule specifically states otherwise.
Magic items stored in the Backpack modify Defense only if the item specifically grants Defense while stored in the Backpack.
Defense is recalculated whenever one of its contributing Defense sources changes.
When an Attack Check or other rule uses a Player's Defense, use that Player's current Defense.
Defense is not reduced by Damage unless a rule specifically states otherwise.
SECTION_ID: ATTACK_CHECK_RESOLUTION
An Attack Check succeeds if its Final Result is equal to or greater than the target's current Defense.
An Attack Check fails if its Final Result is lower than the target's current Defense.
A natural 20 on an Attack Check is a Critical Success and automatically succeeds regardless of the target's Defense.
A natural 1 on an Attack Check is a Critical Failure.
A Critical Failure on an Attack Check automatically fails unless a rule specifically states otherwise.
Reroll Tokens are resolved before Kaos may be spent.
Kaos may be spent after all rerolls for the Attack Check are complete.
Kaos may be spent to increase the Final Result of an Attack Check.
If Kaos is spent to increase a natural 1 on an Attack Check, the attacking Player does not drop their Weapon.
SECTION_ID: ATTACK_CRITICAL_HIT_EFFECT
The Attack Critical Hit Effect is an additional effect that may apply when a Player rolls a natural 20 on an Attack Check.
The Attack Critical Hit Effect does not replace the Critical Success rules defined in Critical Success.
When the Attack Critical Hit Effect applies to an Attack made with a Weapon, roll the Weapon's Damage die twice before adding the relevant current Stat once.
When the Attack Critical Hit Effect applies to an Attack made with the Mystic Dagger, use the Mystic Dagger Critical Damage rules.
SECTION_ID: ATTACK_CRITICAL_FAILURE_EFFECT
The Attack Critical Failure Effect is an additional effect that may apply when a Player rolls a natural 1 on an Attack Check.
The Attack Critical Failure Effect does not replace the Critical Failure rules defined in Critical Failure.
When the Attack Critical Failure Effect applies, the Weapon used for the Attack Check becomes Dropped after the Attack Check is resolved.
The Attack Critical Failure Effect does not apply if the natural 1 is rerolled.
The Attack Critical Failure Effect does not apply if the Player spends Kaos to increase the natural 1.
The Attack Critical Failure Effect does not apply to the Mystic Dagger.
SECTION_ID: DAMAGE_CALCULATION
Damage reduces the target's Health.
Damage from a successful Attack is calculated using the attacking option's Damage value plus the current Stat used for that Attack.
Melee Damage uses current Brawn.
Ranged Damage uses current Quickness.
Current Stats are calculated according to Calculate Stat.
Damage may not be reduced below 1 unless a rule specifically states otherwise.
If a Damage calculation would result in less than 1 Damage, it deals 1 Damage instead.
After Damage is calculated, reduce the target's Health by that amount.
If the target's Health reaches zero or lower, Death is triggered immediately.
SECTION_ID: WEAPON_DAMAGE
A Weapon card provides its own Damage die or Damage value.
When a Player deals Damage with a Weapon card, use that Weapon's Damage die or Damage value.
If the Attack is Melee, add current Brawn to the Weapon's Damage.
If the Attack is Ranged, add current Quickness to the Weapon's Damage.
If the Weapon or another rule modifies Damage, apply that rule during Damage Calculation.
SECTION_ID: MYSTIC_DAGGER_IN_COMBAT
During a Combat Encounter, the Mystic Dagger may be used as either a Melee option or a Ranged option.
When used as a Melee option, use Melee Mystic Dagger Damage.
When used as a Ranged option, use Ranged Mystic Dagger Damage.
The Mystic Dagger is never Dropped.
The Attack Critical Failure Effect does not apply to the Mystic Dagger.
When the Attack Critical Hit Effect applies to the Mystic Dagger, double the Mystic Dagger's base Damage value before adding the relevant current Stat once.
Mystic Dagger Critical Damage may not be reduced below 1.
SECTION_ID: DROPPED_WEAPON
A Dropped Weapon is a Weapon that has been flipped face down after an Attack Critical Failure.
When a Weapon becomes Dropped, flip that Weapon card face down.
A Dropped Weapon remains in its Weapon Slot.
A Dropped Weapon does not stop occupying its Weapon Slot.
A Dropped Weapon cannot be used for Attacks.
A Dropped Weapon is not discarded.
A Dropped Weapon is not Loot that can be picked up or stolen solely because it is Dropped.
At the end of the Combat Encounter, each Dropped Weapon is restored.
When a Dropped Weapon is restored, flip it face up.
SECTION_ID: RECOVER_DROPPED_WEAPON
Combat Action
The Combatant must have a Dropped Weapon.
Recover Dropped Weapon uses the Combatant's Combat Action for that Combat Turn.
A recovered Weapon is immediately available after it is flipped face up.
A Combatant who recovers a Dropped Weapon does not also Attack with that recovered Weapon during the same Combat Turn unless a rule specifically states otherwise.
SECTION_ID: DISENGAGE
Combat Action
The Combatant must spend DISENGAGE_COST.
The Combatant must choose an adjacent Room.
Disengage does not count as a Move Action.
Disengage does not trigger a Move Action Perception Check.
Disengage does not trigger a Random Encounter from movement.
A Combatant may Disengage into a Room containing a Jelly Cube.
Disengage may cause end-of-turn consequences later if another rule checks the Room occupied by the Player's Portrait.
If a Combatant cannot spend DISENGAGE_COST, they cannot Disengage, but they can Flee.
SECTION_ID: FLEE
Combat Action
The Combatant must choose an adjacent Room.
Flee does not count as a Move Action.
Flee does not trigger a Move Action Perception Check.
Flee causes the fleeing Combatant to draw and resolve one Random Encounter as part of the Flee Action.
The Random Encounter caused by Flee is resolved according to Drawing and Resolving Random Encounters.
A Combatant may Flee into a Room containing a Jelly Cube.
Flee may cause end-of-turn consequences later if another rule checks the Room occupied by the Player's Portrait.
SECTION_ID: COMBAT_END_CONDITION
A Combat Encounter continues while two or more Combatants remain.
A Combat Encounter ends immediately when fewer than two Combatants remain.
After each Combat Turn, Death Process, Disengage, Flee, or other Combatant removal, check whether fewer than two Combatants remain.
If a Combatant leaves Combat by Flee, do not check the Combat End Condition until the Random Encounter caused by Flee has been fully resolved.
If fewer than two Combatants remain, end the Combat Encounter.
SECTION_ID: END_OF_COMBAT
When a Combat Encounter ends, restore all Dropped Weapons.
Remove the Combat Encounter game state.
If a Combat Encounter interrupted a Turn, normal gameplay resumes from the point where it was interrupted unless a rule specifically states otherwise.
If the Active Player initiated the Combat Encounter and survived, the Active Player's Turn continues with any remaining Turn Actions.
If the Active Player initiated the Combat Encounter and died, the Active Player's Turn ends immediately.
Players who participated in a Combat Encounter still take their normal Turns later in Turn Order if they are still surviving Players.
If a Combat Encounter was initiated by a rule outside a Player's Turn, resume gameplay according to the rule that initiated the Combat Encounter.
SECTION_ID: COMBAT_SUMMARY
A Combat Encounter begins through Ambush, accepted Challenge, or another rule that initiates Combat.
The initiating Player, primary target, and all other non-Hidden Players in the Combat Room become Combatants.
Ambush makes the ambusher first and the primary target second. Challenge uses the result of the Challenge Action to determine who is first and second. Other Combatants act afterward in Combat Order from highest Final Result to lowest Final Result after making Contested Quickness Checks using current Quickness.
During the first Combatant's first Combat Turn, that Combatant may only make Attacks against the other Combatant from the initiating pair unless that target is no longer a Combatant.
On a Combat Turn, a Combatant may take available Free Actions and one Combat Action.
A Combatant may make a Melee Attack using current Brawn or a Ranged Attack using current Quickness.
A Melee Attack uses a Melee Attack Check, which is a Brawn Check against the target's current Defense.
A Ranged Attack uses a Ranged Attack Check, which is a Quickness Check against the target's current Defense.
An Attack Check hits if its Final Result is equal to or greater than the target's current Defense.
A natural 20 on an Attack Check automatically hits and rolls Weapon Damage dice twice before adding the relevant current Stat once.
Successful Attacks deal Damage equal to the attack's Damage value plus the relevant current Stat, minimum 1.
A natural 1 on an Attack Check may cause the attacking Weapon to become Dropped unless the roll is rerolled, Kaos is spent to increase it, or the Mystic Dagger was used.
A Combatant may spend DISENGAGE_COST to move their Portrait to an adjacent Room and leave Combat.
A Combatant may move their Portrait to an adjacent Room, leave Combat, and immediately draw and resolve a Random Encounter.
Combat ends when fewer than two Combatants remain.
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.
Viva La Dungeon Board Game Rules Reference v1.0. Created by The Lich. Art by Greedmaw Coffin. Published by Zontco.