File ID
09_DEATH_AND_VICTORY
Viva La Dungeon Rules Reference
The Viva La Dungeon Death and Victory rules define Death, the Death Process, Dying Players, Removed Players, Surviving Players, Death Sources, Killing Players, Loot Opportunities caused by Death, Player removal, Victory Checks, Victory, and game end outcomes.
Death is triggered immediately when a Player's Health reaches zero or lower. Victory is the game end condition achieved when exactly one Surviving Player remains unless a rule specifies another Victory condition.
This document defines what happens when a Player dies and when the game ends.
Death interrupts normal gameplay as defined in Game Structure.
Loot management is defined in Loot and Inventory. Combat rules are defined in Combat Encounter.
Dungeon Bomb and Jelly Cube death interactions are defined in Dungeon Bombs and completed by this document. Random Encounter death interactions are defined in Random Encounters and completed by this document.
SECTION_ID: DEATH_AUTHORITY_BOUNDARY
This document defines Death, the Death Process, Player removal, Death-based Loot Opportunities, Victory Checks, and game end outcomes.
This document does not define how Damage is calculated.
Damage calculation is defined by the system that creates the Damage.
This document does not define general Loot management.
Loot taken, discarded, equipped, stored, used, or otherwise managed during the Death Process is resolved according to Loot and Inventory.
This document does not define Combat Encounter procedures except where Death creates a Loot Opportunity or removes a Player from Combat.
Combat Encounter procedures are defined in Combat Encounter.
This document does not define Dungeon Bomb resolution except where a Dungeon Bomb causes Death or a Player is removed from the game.
Dungeon Bomb procedures are defined in Dungeon Bombs.
This document does not define Random Encounter resolution except where a Random Encounter causes Death.
Random Encounter procedures are defined in Random Encounters.
SECTION_ID: SURVIVING_PLAYER
A Surviving Player is a Player who has not been removed from the game and whose Death has not been triggered.
A Player with Health greater than 0 is normally a Surviving Player.
A Player whose Health is zero or lower is not a Surviving Player.
A Player whose Death has been triggered but whose Death Process has not yet been completed is not a Surviving Player.
A Removed Player is not a Surviving Player.
SECTION_ID: DYING_PLAYER
A Dying Player is a Player whose Death has been triggered and whose Death Process is being resolved or is waiting to be resolved.
A Dying Player remains associated with their Character, Character Card, Portrait, Patron Mat, Inventory, Dungeon Bomb Stack, Statuses, and tokens until the Death Process removes or modifies those components.
A Dying Player may not take Turn Actions, Combat Actions, Free Actions, Gear Swaps, or other optional game actions unless the Death Process or another rule specifically allows it.
A Dying Player may not spend Kaos unless the Death Process or another rule specifically allows it.
A Dying Player may not use Loot unless the Death Process or another rule specifically allows it.
A Dying Player may not be healed or gain Health to prevent Death after Death has been triggered unless a rule specifically states that it interrupts or cancels the Death Process.
Free Actions and Gear Swap.
SECTION_ID: REMOVED_PLAYER
A Removed Player is a Player whose Death Process has been completed and who has been removed from the game.
A Removed Player no longer takes Turns.
A Removed Player no longer resolves Dungeon Bomb Steps.
A Removed Player may not take Turn Actions, Combat Actions, Free Actions, Gear Swaps, or other optional game actions.
A Removed Player may not be targeted by game effects unless a rule specifically states otherwise.
A Removed Player is ignored when determining legal targets unless a rule specifically states otherwise.
A Removed Player remains part of the historical game record.
SECTION_ID: DEATH_TRIGGER
Death is triggered immediately when a Player's Health reaches zero or lower.
Death may be triggered by Damage, Health loss, card effects, game effects, or any other rule that reduces a Player's Health to zero or lower.
When Death is triggered, pause the current process and resolve the Death Process.
If a Player's Death is already pending or being resolved, do not trigger a second Death Process for that Player unless a rule specifically states otherwise.
SECTION_ID: DEATH_SOURCE
The Death Source is the game effect, Damage, or rule that caused a Player's Health to reach zero or lower.
Identify the Death Source when Death is triggered.
If a single effect causes multiple Players to die at the same time, all Deaths caused by that effect share the same Death Source.
If multiple effects are being resolved in sequence, the Death Source is the specific effect that caused the Player's Health to reach zero or lower.
If a rule specifically identifies a Death Source, use that rule's identification.
Damage Calculation, Take A Shot Action, Cube Room End Effects, and Encounter Penalty.
SECTION_ID: KILLING_PLAYER
The Killing Player is the Player who dealt Combat Damage that caused another Player's Death during a Combat Encounter.
A Player becomes the Killing Player only if that Player dealt Combat Damage during a Combat Encounter and that Combat Damage triggered the target's Death.
A Player who causes Death through Take A Shot is not a Killing Player for Loot Opportunity purposes.
A Player who causes Death through a Dungeon Bomb, Random Encounter, Loot effect, Jelly Cube Damage, or other non-Combat effect is not a Killing Player unless a rule specifically states otherwise.
If no Player qualifies as the Killing Player, there is no Killing Player.
SECTION_ID: DEATH_PROCESS
The Death Process must be fully resolved before the interrupted process continues unless a rule specifically states otherwise.
A Player is not a Removed Player until the Death Process marks that Player as removed from the game.
If the Death Process creates an interruption, fully resolve that interruption before continuing the Death Process.
After every completed Death Process, perform a Victory Check.
If Victory occurs after a Death Process, the game ends immediately.
If Victory does not occur, resume gameplay from the point where Death interrupted it unless the Death Process or another rule states otherwise.
Loot Management Window, End of Combat, and Dungeon Bomb Stacks.
SECTION_ID: INVENTORY_DURING_DEATH
The Dying Player's Inventory remains available for Death Process instructions until it is taken, discarded, returned to the game box, or otherwise removed.
A Dying Player's Inventory includes Equipped Loot and Stored Loot as defined in Loot and Inventory.
The Mystic Dagger is not Inventory and is not affected by the Death Process.
The Dying Player's Character Card, Portrait, Patron Mat, Health Marker, Kaos Marker, Reroll Tokens, Hidden Tokens, Dungeon Bomb Stack, and Status tokens are not Loot and may not be taken through a Loot Opportunity.
Plot Armor is not eligible to be taken through a Loot Opportunity unless a rule specifically states otherwise.
When Plot Armor is discarded during the Death Process, return it to the game box unless a rule specifically states otherwise.
Any remaining standard Loot in the Dying Player's Inventory is discarded to its matching discard pile unless a rule specifically states otherwise.
Any remaining Loot that has its own discard or removal rule follows that Loot's discard or removal rule.
Inventory, Mystic Dagger, and Plot Armor.
SECTION_ID: LOOT_OPPORTUNITY
A Loot Opportunity is a Death-related opportunity for a Player to take Loot from a Dying Player's Inventory before that Inventory is discarded or removed.
A Loot Opportunity occurs only if this document or another rule specifically creates one.
A Loot Opportunity does not occur by default.
If a Loot Opportunity is created, the Player receiving the Loot Opportunity may take any number of eligible Loot cards from the Dying Player's Inventory.
A Player may decline to take any Loot during a Loot Opportunity.
Loot taken through a Loot Opportunity is removed from the Dying Player's Inventory.
Loot taken through a Loot Opportunity is managed by the taking Player through a Loot Management Window according to Loot and Inventory.
If multiple Loot cards are taken through the same Loot Opportunity, resolve one Loot Management Window for all Loot taken through that Loot Opportunity.
After a Loot Opportunity is resolved, any eligible Loot not taken is discarded according to the Inventory During Death rules in this document and Loot and Inventory.
SECTION_ID: NO_LOOT_OPPORTUNITY_DEATH_SOURCES
Death caused by a Random Encounter does not create a Loot Opportunity unless a rule specifically states otherwise.
Death caused by a Dungeon Bomb does not create a Loot Opportunity unless a rule specifically states otherwise.
Death caused by Jelly Cube Damage does not create a Loot Opportunity unless a rule specifically states otherwise.
Death caused by Take A Shot does not create a Loot Opportunity unless a rule specifically states otherwise.
Death caused by Loot, a Status, or another non-Combat game effect does not create a Loot Opportunity unless a rule specifically states otherwise.
If no Loot Opportunity is created, discard or remove the Dying Player's Inventory during the Death Process.
Random Encounters and Death, Dungeon Bombs and Death, and Take A Shot Action.
SECTION_ID: COMBAT_DEATH_LOOT_OPPORTUNITY
A Combat Death Loot Opportunity is created only by the rules in this section.
If a Player dies from Combat Damage dealt by a Killing Player during a Combat Encounter, this section determines whether the Killing Player receives a Loot Opportunity.
If the Combat Encounter has no Combatants other than the Killing Player and the Dying Player when Death is triggered, the Killing Player receives a Loot Opportunity.
If the Combat Encounter has one or more Combatants other than the Killing Player and the Dying Player when Death is triggered, resolve the Party Combat Loot Interruption before determining whether the Killing Player receives the Loot Opportunity.
If the Killing Player is no longer a Surviving Player after the Party Combat Loot Interruption, the Loot Opportunity is prevented.
If the Killing Player remains a Surviving Player after the Party Combat Loot Interruption, the Killing Player receives the Loot Opportunity.
A Combat Death Loot Opportunity is resolved during the Death Process before the Dying Player's remaining Inventory is discarded.
SECTION_ID: PARTY_COMBAT_LOOT_INTERRUPTION
The Party Combat Loot Interruption is a special Combat interruption that may occur before a Killing Player loots a Dying Player during a Combat Encounter with more than two Combatants.
Damage dealt by a Loot Interrupt Attack is Combat Damage.
If a Loot Interrupt Attack kills the Killing Player, resolve the new Death Process normally, including any Combat Death Loot Opportunity created by that Death.
The Party Combat Loot Interruption occurs only when Combat Damage creates a potential Loot Opportunity and at least one Combatant other than the Killing Player and Dying Player remains in the Combat Encounter.
To resolve the Party Combat Loot Interruption, identify the next eligible Combatant in Combat Order.
The next eligible Combatant is the next Surviving Combatant in Combat Order after the Killing Player, excluding the Killing Player and the Dying Player.
If there is no next eligible Combatant, skip the Party Combat Loot Interruption and grant the Loot Opportunity to the Killing Player.
The next eligible Combatant may immediately make one Loot Interrupt Attack against the Killing Player.
A Loot Interrupt Attack is a special Attack created by the Party Combat Loot Interruption.
A Loot Interrupt Attack is not a Combat Action.
A Loot Interrupt Attack is not a Free Action.
A Loot Interrupt Attack does not spend the next eligible Combatant's Combat Turn.
A Loot Interrupt Attack does not count against any Free Action limit.
A Loot Interrupt Attack does not change Combat Order.
A Loot Interrupt Attack is resolved according to Combat Encounter.
When making a Loot Interrupt Attack, the next eligible Combatant chooses an available Melee option or Ranged option according to Combat Encounter.
If the Loot Interrupt Attack causes Death, pause the current Death Process and resolve the new Death Process immediately.
After resolving any Death Process caused by the Loot Interrupt Attack, return to the original Death Process if the game has not ended.
If the Killing Player is still a Surviving Player after the Loot Interrupt Attack and any resulting Death Process, the Killing Player receives the Loot Opportunity.
If the Killing Player is not a Surviving Player after the Loot Interrupt Attack and any resulting Death Process, the original Loot Opportunity is prevented.
SECTION_ID: DEATH_DURING_COMBAT
If Death is triggered during a Combat Encounter, pause the Combat Encounter and resolve the Death Process.
During the Death Process, remove the Dying Player from the Combat Encounter.
When a Player is removed from a Combat Encounter by Death, remove that Player from Combat Order.
After the Death Process and any Victory Check are complete, resume the Combat Encounter if Victory has not occurred and at least two Combatants remain.
If fewer than two Combatants remain after the Death Process, end the Combat Encounter according to Combat Encounter.
If the Active Player initiated the Combat Encounter and dies, that Active Player's Turn ends according to Combat Encounter.
SECTION_ID: DEATH_DURING_ACTIONS
If Death is triggered during a Turn Action, pause the Turn Action and resolve the Death Process.
After the Death Process and any Victory Check are complete, resume gameplay from the point of interruption unless Victory occurs, the Action is no longer valid, or another rule states otherwise.
If the Active Player dies during their own Turn Action, that Action ends and that Player's Turn ends.
If a non-Active Player dies during the Active Player's Turn Action and Victory does not occur, the Active Player's Turn continues after the interrupted Action is complete.
SECTION_ID: DEATH_DURING_END_OF_TURN_PROCESS
If Death is triggered during the End of Turn Process, pause the End of Turn Process and resolve the Death Process.
If the Active Player dies during the End of Turn Process before the Dungeon Bomb Step, the Active Player does not resolve the Dungeon Bomb Step.
If the Active Player dies during the Dungeon Bomb Step, resolve Death according to this document and Dungeon Bombs.
If Victory does not occur after the Death Process, continue the End of Turn Process only if there are unresolved required steps that can still be resolved.
A Removed Player cannot complete unresolved End of Turn Process steps that require a Surviving Active Player.
End of Turn Process, Dungeon Bomb Step, and Dungeon Bombs and Death.
SECTION_ID: DEATH_DURING_DUNGEON_BOMB_RESOLUTION
If a Player dies during Dungeon Bomb resolution, pause Dungeon Bomb resolution and resolve the Death Process.
If Victory does not occur, resume the interrupted Dungeon Bomb resolution if it still has unresolved instructions that can be resolved.
If the Active Player dies before placing the drawn Dungeon Bomb in their Dungeon Bomb Stack, the drawn Dungeon Bomb remains in the interrupted resolution area until its resolution is complete or the game ends.
If the game does not end and the drawn Dungeon Bomb must be placed after the Active Player has been removed, place that Dungeon Bomb face down on top of that Removed Player's Dungeon Bomb Stack.
A Dungeon Bomb placed on a Removed Player's Dungeon Bomb Stack is inactive.
A Dungeon Bomb placed on a Removed Player's Dungeon Bomb Stack does not create an active face-up Dungeon Bomb effect.
Drawing and Resolving Dungeon Bombs and Dungeon Bomb Stacks.
SECTION_ID: DEACTIVATING_DUNGEON_BOMB_STACK_ON_DEATH
When a Player is removed from the game, flip all Dungeon Bombs in that Player's Dungeon Bomb Stack face down.
When a Player is removed from the game, all active Dungeon Bomb effects from that Player's Dungeon Bomb Stack end immediately.
A Removed Player's Dungeon Bomb Stack remains inactive for the rest of the game unless a rule specifically states otherwise.
Cube State Cards are not affected by a Player being removed from the game.
Cube State Cards remain in the Cube State Stack and continue to define the current Cube state according to Dungeon Bombs.
SECTION_ID: DEATH_DURING_LOOT_MANAGEMENT
If Death is triggered during Loot management, pause the Loot management procedure and resolve the Death Process.
If Victory does not occur and the Player resolving the Loot Management Window is still a Surviving Player, resume that Loot Management Window if it is still valid.
If the Player resolving the Loot Management Window is removed from the game, unresolved Loot in that Loot Management Window is discarded unless the Death Process or another rule specifically states otherwise.
SECTION_ID: VICTORY_CHECK
A Victory Check determines whether the game has ended.
A Victory Check occurs after each completed Death Process unless a rule specifically states otherwise.
A Victory Check also occurs whenever another rule specifically instructs Players to check for Victory.
During a Victory Check, count the number of Surviving Players.
If exactly one Surviving Player remains, Victory occurs.
If more than one Surviving Player remains, Victory does not occur and the game continues.
SECTION_ID: VICTORY
Victory is the game end condition achieved when exactly one Surviving Player remains unless a rule specifies another Victory condition.
When Victory occurs, the game ends immediately.
The final Surviving Player is declared the winner of Viva La Dungeon.
When Victory occurs, do not resolve any further game effects unless a rule specifically states otherwise.
If a rule creates an alternate Victory condition, that rule defines how Victory occurs.
SECTION_ID: DEATH_AND_VICTORY_SUMMARY
Death is triggered immediately when a Player's Health reaches zero or lower.
When Death is triggered, pause the current process and resolve the Death Process.
A Player is surviving only if they have not been removed and their Death has not been triggered.
A Removed Player no longer takes Turns, resolves Dungeon Bomb Steps, takes Turn Actions, Combat Actions, Free Actions, Gear Swaps, or participates in the game.
Loot Opportunities occur only when this document or another rule specifically creates one.
Deaths caused by Random Encounters, Dungeon Bombs, Jelly Cube Damage, Take A Shot, Loot, Statuses, or other non-Combat effects do not create Loot Opportunities unless a rule specifically states otherwise.
A Player killed by Combat Damage may create a Loot Opportunity for the Killing Player.
In Combat with more than two Combatants, the next eligible Combatant in Combat Order may make a Loot Interrupt Attack against the Killing Player before the Killing Player receives the Loot Opportunity.
A Loot Interrupt Attack is not a Combat Action, is not a Free Action, does not spend a Combat Turn, and does not count against any Free Action limit.
When a Player is removed, their Dungeon Bomb Stack is flipped face down and becomes inactive.
If exactly one Surviving Player remains after a Victory Check, that Player wins Viva La Dungeon.
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.