File ID
07_DUNGEON_BOMBS
Dungeon Bombs define the escalating dungeon system in Viva La Dungeon. This page covers Dungeon Bomb drawing and resolution, Dungeon Bomb Stacks, active Dungeon Bomb effects, Cube Cards, Cube State Cards, Phase 1 Cube State Card, Phase 2 Cube State Card, the Cube State Stack, Cube Rooms, Cube Room End Effects, Safe Rooms, Dungeon Bomb Deck exhaustion, and Dungeon Bomb interactions with Death.
The Dungeon Bomb Deck is the face-down deck used during the Dungeon Bomb Step. Dungeon Bomb cards are drawn from the top of the Dungeon Bomb Deck and resolved by the surviving Active Player during the End of Turn Process.
Dungeon Bombs may create immediate effects, persistent face-up effects, Cube placement, Cube state changes, Cube Room End Effects, Safe Room designation, Random Encounters, Combat interruptions, Death interactions, or Victory checks as defined by this document and by the cards being resolved.
This document defines how Dungeon Bombs function during play.
Dungeon Bomb Deck construction is defined in Setup. The Dungeon Bomb Step occurs during the Dungeon Bomb Step as part of the End of Turn Process.
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 |
|---|---|
SAFE_ROOM_CUBE_CARD_NUMBER |
4 |
SECTION_ID: DUNGEON_BOMB_AUTHORITY_BOUNDARY
This document defines Dungeon Bomb behavior after the Dungeon Bomb Deck has been constructed.
This document does not define the full Dungeon Bomb Deck construction procedure.
Dungeon Bomb Deck construction is defined in Dungeon Bomb Deck Setup.
The Dungeon Bomb Step occurs during the End of Turn Process as defined in Dungeon Bomb Step.
If a Dungeon Bomb causes a Player to draw, equip, store, discard, steal, or otherwise manage Loot, that Loot procedure is resolved according to Loot Management Window.
If a Dungeon Bomb causes a Player to draw or resolve a Random Encounter, that Random Encounter is resolved according to Drawing and Resolving Random Encounters.
If a Dungeon Bomb causes Death, resolve the Death Process immediately according to Death Process.
If a Dungeon Bomb features an Event Reward Indicator, resolve Event Rewards according to Event Reward.
If a Dungeon Bomb creates, modifies, or removes a persistent effect, that effect remains active only as defined by this document or by the card creating that effect.
SECTION_ID: DUNGEON_BOMB_DECK_DURING_PLAY
The Dungeon Bomb Deck is the face-down deck used during the Dungeon Bomb Step.
The Dungeon Bomb Deck may contain:
The Dungeon Bomb Deck is not reshuffled when it runs out unless a rule specifically states otherwise.
Cards are drawn from the top of the Dungeon Bomb Deck.
If a Player must draw a Dungeon Bomb and the Dungeon Bomb Deck contains no drawable cards, that Player does not draw a Dungeon Bomb.
If a rule adds cards to the Dungeon Bomb Deck during play, those cards are added as instructed by that rule.
SECTION_ID: DUNGEON_BOMB_STEP
The Dungeon Bomb Step occurs during the End of Turn Process as defined in Dungeon Bomb Step.
Only a surviving Active Player may resolve the Dungeon Bomb Step.
The Active Player resolves the Dungeon Bomb Step by drawing and resolving the top card of the Dungeon Bomb Deck.
If the top card is a Dungeon Bomb, resolve it according to the Drawing and Resolving Dungeon Bombs rules in this document.
If the top card is a Cube State Card, resolve it according to the Cube State Cards rules in this document.
A Dungeon Bomb Step is complete after the drawn card or revealed Cube State Card has been fully resolved.
SECTION_ID: DRAWING_AND_RESOLVING_DUNGEON_BOMBS
A Dungeon Bomb must be fully resolved before it is placed in a Dungeon Bomb Stack.
If a Dungeon Bomb has multiple instructions, resolve them in the order printed on the card unless a rule specifically states otherwise.
If a Dungeon Bomb cannot be fully resolved, resolve as much of the card as possible.
If a Dungeon Bomb effect refers to the Active Player, it refers to the Player resolving the Dungeon Bomb Step.
If a Dungeon Bomb effect refers to all Players, it affects all Players who are still surviving Players unless the card specifically states otherwise.
If a Dungeon Bomb effect creates Damage, Death may interrupt the Dungeon Bomb resolution.
A Dungeon Bomb may feature an Event Reward Indicator offering an Event Reward for a successful completion according to Event Reward.
If Victory occurs during Dungeon Bomb resolution, the game ends immediately.
SECTION_ID: DUNGEON_BOMB_STACKS
Each Player has one Dungeon Bomb Stack.
A Player's Dungeon Bomb Stack contains the Dungeon Bomb cards that Player has drawn and placed in front of them.
When a Player places a Dungeon Bomb in their Dungeon Bomb Stack, place it on top of any Dungeon Bomb already in that stack.
Only the top card of a Player's Dungeon Bomb Stack can create an active face-up Dungeon Bomb effect.
A Dungeon Bomb covered by another Dungeon Bomb in the same Dungeon Bomb Stack is no longer active.
A Player's Dungeon Bomb Stack is public information.
Cube State Cards are not placed in Player Dungeon Bomb Stacks.
SECTION_ID: FACE_UP_AND_FACE_DOWN_DUNGEON_BOMBS
Each Dungeon Bomb indicates whether it remains face up or is flipped face down after resolution.
If a Dungeon Bomb instructs the Player to keep it face up, place it face up on top of that Player's Dungeon Bomb Stack.
If a Dungeon Bomb instructs the Player to flip it face down, place it face down on top of that Player's Dungeon Bomb Stack after resolving it.
A face-up Dungeon Bomb on top of a Player's Dungeon Bomb Stack may create an active Dungeon Bomb effect.
A face-down Dungeon Bomb does not create an active Dungeon Bomb effect unless a rule specifically states otherwise.
A covered Dungeon Bomb does not create an active Dungeon Bomb effect, even if it is face up underneath another card.
When a new Dungeon Bomb is placed on top of a Player's Dungeon Bomb Stack, any previous active effect from the covered Dungeon Bomb ends immediately unless a rule specifically states otherwise.
SECTION_ID: ACTIVE_DUNGEON_BOMB_EFFECTS
An active Dungeon Bomb effect is a continuing effect created by a face-up Dungeon Bomb on top of a Player's Dungeon Bomb Stack.
Active Dungeon Bomb effects apply to all Players unless the card specifically states otherwise.
Active Dungeon Bomb effects remain active until the Dungeon Bomb is covered, flipped face down, removed, or otherwise made inactive by a rule.
Multiple active Dungeon Bomb effects may exist at the same time.
If multiple active Dungeon Bomb effects need to resolve at the same time, use the Core Timing Principle unless a card or rule specifically states otherwise.
A Dungeon Bomb effect may modify Actions, Checks, Damage, Defense, Kaos, Rooms, Loot, or other game systems if the card specifically says it does.
If an active Dungeon Bomb effect modifies Defense, Defense is recalculated according to Calculate Defense.
SECTION_ID: PHASE_1_BOMBS
A Phase 1 Bomb is a Dungeon Bomb used during the first phase of the Dungeon Bomb Deck.
Phase 1 Bombs are resolved according to their card text.
Phase 1 Bombs do not set or change the current Cube state unless a rule or card specifically states otherwise.
Phase 1 Bombs may be placed face up or face down according to their placement instruction.
SECTION_ID: PHASE_2_BOMBS
Phase 2 Bombs are identified by the Phase 2 Icon.
A Phase 2 Bomb is a Dungeon Bomb used during the second phase of the Dungeon Bomb Deck.
Phase 2 Bombs are resolved according to their card text.
Phase 2 Bombs do not set or change the current Cube state unless a rule or card specifically states otherwise.
Phase 2 Bombs may be placed face up or face down according to their placement instruction.
The presence of Phase 2 Bombs in the Dungeon Bomb Deck does not determine the current Cube state.
Phase 2 Icon and Phase 2 Bomb.
SECTION_ID: CUBE_STATE_CARD_POSITIONS
A Cube State Card Position is a placement role assigned to a Cube State Card during Dungeon Bomb Deck construction.
The standard Cube State Card Positions are:
The Phase 1 Cube State Card is the first Cube State Card expected to be revealed from the Dungeon Bomb Deck during normal play.
The Phase 2 Cube State Card is the last Cube State Card expected to be revealed from the Dungeon Bomb Deck during normal play.
The specific cards assigned to Cube State Card Positions are determined during Setup.
A Cube State Card Position does not define the card's effect by itself.
A Cube State Card's printed text defines its Cube state, Cube Room End Effect, and any other card-specific instructions.
SECTION_ID: CUBE_STATE_CARDS
Cube State Cards are special Dungeon Bomb Deck cards that set or modify the global Cube state.
Cube State Cards are placed in the Dungeon Bomb Deck during Setup as defined in Final Dungeon Bomb Deck.
Cube State Cards are not normal Dungeon Bombs.
Cube State Cards are not placed in a Player's Dungeon Bomb Stack.
Cube State Cards do not have active face-up Dungeon Bomb effects.
When a Cube State Card is revealed, place it face up on top of the Cube State Stack.
A Cube State Card may define:
After a Cube State Card is placed on the Cube State Stack, resolve any additional instructions on that Cube State Card.
If a Cube State Card instructs the Active Player to draw and resolve another card from the Dungeon Bomb Deck, that additional draw is part of the same Dungeon Bomb Step.
If a Cube State Card does not instruct the Active Player to draw and resolve another card from the Dungeon Bomb Deck, resolving that Cube State Card satisfies the current Dungeon Bomb Step.
Revealing a Cube State Card does not cause a Cube Room End Effect during the same End of Turn Process unless a rule specifically states otherwise.
SECTION_ID: CUBE_STATE_STACK
The Cube State Stack is the stack of Cube State Cards next to the Dungeon Bomb Deck that defines the current global Cube state.
Cubes have one current global state.
The Cube State Stack may contain zero or more Cube State Cards.
Cube State Cards in the Cube State Stack are public information.
Only the top Cube State Card in the Cube State Stack defines the current Cube state.
Cube State Cards underneath the top Cube State Card do not define the current Cube state unless a rule specifically states otherwise.
If the Cube State Stack is empty, Cubes are Calm.
If the Cube State Stack is empty, there is no current Cube State Card.
SECTION_ID: CURRENT_CUBE_STATE_CARD
The Current Cube State Card is the top Cube State Card in the Cube State Stack.
If the Cube State Stack contains one or more Cube State Cards, the top Cube State Card is the Current Cube State Card.
If the Cube State Stack is empty, there is no Current Cube State Card.
Only the Current Cube State Card defines the current Cube state unless a rule specifically states otherwise.
Only the Current Cube State Card creates Cube Room End Effects unless a rule specifically states otherwise.
SECTION_ID: CUBE_CARDS
A Cube Card is a Dungeon Bomb card that places Jelly Cube Tokens on the Map.
A Cube Card contains a Cube Pattern.
When a Cube Card is resolved, place Jelly Cube Tokens in the Rooms indicated by that Cube Card's Cube Pattern.
If a Cube Card indicates three Rooms, place one Jelly Cube Token in each indicated Room unless a rule specifically states otherwise.
A Cube Card may indicate one Room with a Chest icon.
The Chest icon is used to determine whether a Chest Token may be returned to that Room.
After a Cube Card is resolved, place it in the Active Player's Dungeon Bomb Stack according to its placement instruction.
Resolving a Cube Card does not by itself set or change the current Cube state unless a rule specifically states otherwise.
SECTION_ID: PLACING_JELLY_CUBE_TOKENS
Jelly Cube Tokens are placed on Rooms on the Map.
A Room containing one or more Jelly Cube Tokens is a Cube Room.
If a Jelly Cube Token would be placed in a Room that already contains a Jelly Cube Token, do not place an additional Jelly Cube Token unless a rule specifically states otherwise.
If there are not enough Jelly Cube Tokens available when a rule instructs Players to place Jelly Cube Tokens, place as many as possible.
If no Jelly Cube Tokens are available, no additional Jelly Cube Tokens are placed.
Players may move into, loot in, hide in, and fight in Rooms containing Jelly Cube Tokens unless a rule specifically states otherwise.
Jelly Cube Tokens are not Players, Loot, Chest Tokens, or Dungeon Bombs.
SECTION_ID: CUBE_CARD_CHEST_ICON
Some Cube Cards identify one Room with a Chest icon.
If the Chest icon Room does not contain a Chest Token, and a matching Chest Token is available in the Chest Token discard area, place that matching Chest Token in that Room.
If the Chest icon Room already contains a Chest Token, do not place another Chest Token there.
If no matching Chest Token is available in the Chest Token discard area, do not place a Chest Token.
If a Cube Card creates a Safe Room, resolve Safe Room rules before placing Jelly Cube Tokens.
SECTION_ID: SAFE_ROOM
The Safe Room is the Room identified by the final Cube Card's Chest icon.
When the final Cube Card is resolved, the Room marked with that Cube Card's Chest icon becomes the Safe Room.
Do not place a Jelly Cube Token in the Safe Room when resolving the final Cube Card.
If the Safe Room does not contain a Chest Token and a matching Chest Token is available in the Chest Token discard area, place that matching Chest Token in the Safe Room.
The Safe Room remains the Safe Room for the rest of the game unless a rule specifically states otherwise.
The Safe Room is not a Cube Room unless a rule later places a Jelly Cube Token in that Room.
If a future rule would place a Jelly Cube Token in the Safe Room, do not place that Jelly Cube Token unless the rule specifically says it can affect the Safe Room.
SECTION_ID: FINAL_CUBE_CARD
The final Cube Card is the SAFE_ROOM_CUBE_CARD_NUMBERth Cube Card resolved during the game.
Track how many Cube Cards have been resolved.
When the SAFE_ROOM_CUBE_CARD_NUMBERth Cube Card is resolved, apply the Safe Room rules.
If fewer than SAFE_ROOM_CUBE_CARD_NUMBER Cube Cards have been resolved, apply normal Cube Card rules.
If more than SAFE_ROOM_CUBE_CARD_NUMBER Cube Cards are resolved due to a rule or variant, only the SAFE_ROOM_CUBE_CARD_NUMBERth Cube Card creates the Safe Room unless a rule specifically states otherwise.
SECTION_ID: CUBE_ROOM
A Cube Room is a Room containing one or more Jelly Cube Tokens.
A Room becomes a Cube Room immediately when a Jelly Cube Token is placed in that Room.
A Room stops being a Cube Room immediately when its last Jelly Cube Token is removed.
A Player is in a Cube Room if that Player's Portrait occupies a Room containing one or more Jelly Cube Tokens.
Cube Rooms are checked during the End of Turn Process as defined in End of Turn Process.
SECTION_ID: CUBE_ROOM_END_EFFECTS
A Cube Room End Effect is an effect created by the Current Cube State Card when the Active Player ends their Turn in a Cube Room.
Cube Room End Effects are checked during the End of Turn Process as defined in End of Turn Process.
If the Active Player is not in a Cube Room, no Cube Room End Effect is resolved.
If the Active Player is in a Cube Room and there is no Current Cube State Card, no Cube Room End Effect is resolved unless a rule specifically states otherwise.
If the Active Player is in a Cube Room and the Current Cube State Card defines one or more Cube Room End Effects, resolve those effects according to the Current Cube State Card.
If the Current Cube State Card defines multiple Cube Room End Effects, resolve them in the order printed on that card unless a rule specifically states otherwise.
Cube Room End Effects may include Damage, Checks, movement, Loot instructions, Kaos gain or loss, Statuses, Random Encounters, or other card-specific instructions.
If a Cube Room End Effect instructs a Player to make a Check, resolve that Check according to Checks unless the Current Cube State Card specifically states otherwise.
If a Cube Room End Effect instructs a Player to take Damage, roll or apply that Damage as instructed by the Current Cube State Card.
Damage caused by a Cube Room End Effect is treated as environmental hazard damage and does not constitute a Check or Combat Encounter.
Damage caused by a Cube Room End Effect does not create a Loot Opportunity unless a rule specifically states otherwise.
If a Cube Room End Effect causes a Player to draw, gain, take, discard, equip, store, use, or otherwise manage Loot, resolve that Loot procedure according to Loot Management Window.
If a Cube Room End Effect causes a Player to draw or resolve a Random Encounter, resolve that Random Encounter according to Drawing and Resolving Random Encounters.
If a Cube Room End Effect causes Death, resolve the Death Process immediately according to Death Process.
After any Death Process caused by a Cube Room End Effect, check for Victory.
If the Active Player survives all Cube Room End Effects, continue the End of Turn Process.
SECTION_ID: DUNGEON_BOMB_DECK_EXHAUSTION
The Dungeon Bomb Deck is exhausted when no drawable cards remain in the Dungeon Bomb Deck.
Do not reshuffle the Dungeon Bomb Deck when it is exhausted unless a rule specifically states otherwise.
If the Final Cube State Card is revealed, resolve it according to the Cube State Card rules.
After the Final Cube State Card has been revealed, if a Player must draw a Dungeon Bomb and no drawable cards remain, that Player does not draw a Dungeon Bomb.
A Player still completes the Dungeon Bomb Step even if no Dungeon Bomb is drawn because the Dungeon Bomb Deck is exhausted.
The End of Turn Process continues normally after a Dungeon Bomb Step in which no Dungeon Bomb is drawn.
SECTION_ID: DUNGEON_BOMBS_AND_DEATH
If a Player dies during Dungeon Bomb resolution, pause the Dungeon Bomb resolution and resolve the Death Process immediately.
After the Death Process is completed, check for Victory.
If Victory occurs, the game ends immediately.
If Victory does not occur, resume the interrupted Dungeon Bomb resolution if it still has unresolved instructions.
If the Active Player dies before placing the Dungeon Bomb in their Dungeon Bomb Stack, follow the Death Process to determine whether the Dungeon Bomb is discarded, placed, or otherwise handled.
When a Player is removed from the game, all Dungeon Bombs in that Player's Dungeon Bomb Stack are flipped face down.
When a Player is removed from the game, active Dungeon Bomb effects from that Player's Dungeon Bomb Stack end immediately.
A removed Player does not resolve future Dungeon Bomb Steps.
A removed Player's Dungeon Bomb Stack remains inactive for the rest of the game unless a rule specifically states otherwise.
Death Process, Deactivating Dungeon Bomb Stack on Death, and Victory Check.
SECTION_ID: DUNGEON_BOMBS_AND_COMBAT
Dungeon Bomb effects may modify Combat if the card specifically states that they do.
A Dungeon Bomb does not initiate a Combat Encounter unless the card specifically states that it does.
If a Dungeon Bomb initiates a Combat Encounter, resolve that Combat Encounter according to Combat Encounter.
After the Combat Encounter is fully resolved, resume Dungeon Bomb resolution from the point of interruption unless the Dungeon Bomb, Death Process, or another rule states otherwise.
SECTION_ID: DUNGEON_BOMBS_AND_RANDOM_ENCOUNTERS
Dungeon Bomb effects may cause a Player to draw and resolve a Random Encounter.
A Random Encounter caused by a Dungeon Bomb is resolved according to Drawing and Resolving Random Encounters.
If a Random Encounter caused by a Dungeon Bomb triggers Death, resolve the Death Process immediately according to Death Process.
After any Death Process, check for Victory.
If Victory does not occur, resume Dungeon Bomb resolution from the point of interruption unless the Random Encounter, Death Process, or another rule states otherwise.
SECTION_ID: DUNGEON_BOMB_SUMMARY
During the End of Turn Process, a surviving Active Player draws and resolves the top card of the Dungeon Bomb Deck.
Dungeon Bombs drawn by a Player are placed on top of that Player's Dungeon Bomb Stack.
A face-up Dungeon Bomb on top of a Player's Dungeon Bomb Stack may create an active effect for all Players.
A face-down Dungeon Bomb does not create an active effect unless a rule specifically states otherwise.
A Dungeon Bomb covered by another Dungeon Bomb is no longer active.
Cube State Cards set or modify the current global Cube state.
The Cube State Stack holds revealed Cube State Cards.
The top Cube State Card in the Cube State Stack defines the current Cube state and any Cube Room End Effects unless a rule specifically states otherwise.
If the Active Player ends their Turn in a Cube Room, resolve any Cube Room End Effects defined by the Current Cube State Card.
If a Cube Room End Effect causes Damage, resolve that Damage as instructed by the Current Cube State Card.
Cube Cards place Jelly Cube Tokens on the Map according to their Cube Pattern.
The SAFE_ROOM_CUBE_CARD_NUMBERth Cube Card creates the Safe Room using the Room marked by its Chest icon.
If Dungeon Bombs or Cube Room End Effects cause Death, resolve the Death Process immediately and then check for Victory.
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.