Dungeon Bombs

Defines Dungeon Bomb behavior during play, Dungeon Bomb drawing and resolution, Dungeon Bomb Stacks, active Dungeon Bomb effects, Cube Cards, Cube State Cards, Cube State Stack, Cube Rooms, Cube Room End Effects, Safe Rooms, and Dungeon Bomb interactions with Death.

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

Source metadata

File ID

07_DUNGEON_BOMBS

File name

Viva La Dungeon Dungeon Bombs

Version

1.4

Status

Active

Canonical definition

Defines Dungeon Bomb behavior during play, Dungeon Bomb drawing and resolution, Dungeon Bomb Stacks, active Dungeon Bomb effects, Cube Cards, Cube State Cards, Cube State Stack, Cube Rooms, Cube Room End Effects, Safe Rooms, and Dungeon Bomb interactions with Death.

Authoritative for

  • Dungeon Bomb behavior during play
  • Dungeon Bomb drawing
  • Dungeon Bomb resolution
  • Dungeon Bomb Stacks
  • Face-up Dungeon Bomb effects
  • Face-down Dungeon Bombs
  • Covered Dungeon Bombs
  • Phase 1 Bomb behavior
  • Phase 2 Bomb behavior
  • Cube State Cards
  • Cube State Card Positions
  • Cube State Stack
  • Current Cube State
  • Current Cube State Card
  • Cube State Card behavior
  • Cube Room End Effects
  • Cube Cards
  • Jelly Cube Tokens
  • Cube Rooms
  • Safe Room
  • Dungeon Bomb Deck exhaustion
  • Dungeon Bomb interactions with Death

Notes

This document defines how Dungeon Bombs function during play.

SECTION_ID: VARIABLES

VARIABLES

Rule

When this document references a Variable by name, use the value listed in this section unless another rule specifically states otherwise.

Variables

  • SAFE_ROOM_CUBE_CARD_NUMBER: 4

SECTION_ID: DUNGEON_BOMB_AUTHORITY_BOUNDARY

Dungeon Bomb Authority Boundary

Rule

This document defines Dungeon Bomb behavior after the Dungeon Bomb Deck has been constructed.

Rule

This document does not define the full Dungeon Bomb Deck construction procedure.

Rule

Dungeon Bomb Deck construction is defined in 03_SETUP.

Reference

Dungeon Bomb Deck Setup (03_SETUP > DUNGEON_BOMB_SETUP)

Rule

The Dungeon Bomb Step occurs during the End of Turn Process as defined in 02_GAME_STRUCTURE.

Reference

Dungeon Bomb Deck Step (02_GAME_STRUCTURE > DUNGEON_BOMB_STEP)

Rule

If a Dungeon Bomb causes a Player to draw, equip, store, discard, steal, or otherwise manage Loot, that Loot procedure is resolved according to 08_LOOT_AND_INVENTORY.

Reference

Loot Management Window (08_LOOT_AND_INVENTORY > LOOT_MANAGEMENT_WINDOW)

Rule

If a Dungeon Bomb causes a Player to draw or resolve a Random Encounter, that Random Encounter is resolved according to 10_RANDOM_ENCOUNTERS.

Reference

Drawing and Resolving Random Encounters (10_RANDOM_ENCOUNTERS > DRAWING_AND_RESOLVING_RANDOM_ENCOUNTERS)

Rule

If a Dungeon Bomb causes Death, Player Fall, or Final Death, resolve the applicable procedure immediately.

Reference

Death Process (09_DEATH_AND_VICTORY > DEATH_PROCESS)

Rule

If a Dungeon Bomb features an Event Reward Indicator, resolve Event Rewards according to 01_CORE_CONCEPTS.

Reference

Event Reward Indicator (00_ONTOLOGY)

Reference

Event Reward (01_CORE_CONCEPTS > EVENT_REWARD)

Rule

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

Dungeon Bomb Deck During Play

Rule

The Dungeon Bomb Deck is the face-down deck used during the Dungeon Bomb Step.

Rule

The Dungeon Bomb Deck may contain:

  • Phase 1 Bombs
  • Phase 2 Bombs
  • Cube Cards
  • Cube State Cards

Rule

The Dungeon Bomb Deck is not reshuffled when it runs out unless a rule specifically states otherwise.

Rule

Cards are drawn from the top of the Dungeon Bomb Deck.

Rule

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.

Rule

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

Dungeon Bomb Step

Rule

The Dungeon Bomb Step occurs during the End of Turn Process as defined in 02_GAME_STRUCTURE.

Rule

Only an Active Player who remains in the game may resolve the Dungeon Bomb Step.

Rule

A Surviving Active Player resolves the Dungeon Bomb according to the standard Drawing and Resolving Dungeon Bombs procedure.

Rule

A Zombie Active Player resolves the Dungeon Bomb according to RULES_EXTENSION_01_ZOMBIES > ZOMBIE_DUNGEON_BOMB_RESOLUTION.

Rule

A Fallen Player does not resolve the Dungeon Bomb Step.

Rule

A Removed Player does not resolve the Dungeon Bomb Step.

Rule

The Active Player resolves the Dungeon Bomb Step by drawing and resolving the top card of the Dungeon Bomb Deck.

Rule

If the top card is a Dungeon Bomb, resolve it according to the Drawing and Resolving Dungeon Bombs rules in this document.

Rule

If the top card is a Cube State Card, resolve it according to the Cube State Cards rules in this document.

Rule

A Dungeon Bomb Step is complete after the drawn card or revealed Cube State Card has been fully resolved.

Reference

End of Turn Process (02_GAME_STRUCTURE > END_OF_TURN_PROCESS)

SECTION_ID: DRAWING_AND_RESOLVING_DUNGEON_BOMBS

Drawing and Resolving Dungeon Bombs

Procedure

  1. The Active Player draws the top card of the Dungeon Bomb Deck.
  2. The Active Player reveals the card.
  3. If the card is a Dungeon Bomb, the Active Player reads the card aloud.
  4. The Active Player resolves the card's immediate effects completely.
  5. The Active Player places the card in their Dungeon Bomb Stack according to the card's placement instruction.
  6. If Death, Player Fall, or Final Death is triggered, resolve the applicable procedure immediately.
  7. After any Death Process, Fall Resolution, or Final Death, check for Victory as required by that procedure.

Rule

A Dungeon Bomb must be fully resolved before it is placed in a Dungeon Bomb Stack.

Rule

If a Dungeon Bomb has multiple instructions, resolve them in the order printed on the card unless a rule specifically states otherwise.

Rule

If a Dungeon Bomb cannot be fully resolved, resolve as much of the card as possible.

Rule

If a Dungeon Bomb effect refers to the Active Player, it refers to the Player resolving the Dungeon Bomb Step.

Rule

If a Dungeon Bomb effect refers to all Players, it affects all Players who are still surviving Players unless the card specifically states otherwise.

Rule

If a Dungeon Bomb effect creates Damage, Death may interrupt the Dungeon Bomb resolution.

Rule

A Dungeon Bomb may feature an Event Reward Indicator offering an Event Reward for a successful completion according to 01_CORE_CONCEPTS.

Reference

Event Reward (01_CORE_CONCEPTS > EVENT_REWARD)

Rule

If Victory occurs during Dungeon Bomb resolution, the game ends immediately.

Reference

Death Process (09_DEATH_AND_VICTORY > DEATH_PROCESS)

Reference

Victory Check (09_DEATH_AND_VICTORY > VICTORY_CHECK)

SECTION_ID: DUNGEON_BOMB_STACKS

Dungeon Bomb Stacks

Rule

Each Player has one Dungeon Bomb Stack.

Rule

A Player's Dungeon Bomb Stack contains the Dungeon Bomb cards that Player has drawn and placed in front of them.

Rule

When a Player places a Dungeon Bomb in their Dungeon Bomb Stack, place it on top of any Dungeon Bomb already in that stack.

Rule

Only the top card of a Player's Dungeon Bomb Stack can create an active face-up Dungeon Bomb effect.

Rule

A Dungeon Bomb covered by another Dungeon Bomb in the same Dungeon Bomb Stack is no longer active.

Rule

A Player's Dungeon Bomb Stack is public information.

Rule

Cube State Cards are not placed in Player Dungeon Bomb Stacks.

SECTION_ID: FACE_UP_AND_FACE_DOWN_DUNGEON_BOMBS

Face-Up and Face-Down Dungeon Bombs

Rule

Each Dungeon Bomb indicates whether it remains face up or is flipped face down after resolution.

Rule

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.

Rule

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.

Rule

A face-up Dungeon Bomb on top of a Player's Dungeon Bomb Stack may create an active Dungeon Bomb effect.

Rule

A face-down Dungeon Bomb does not create an active Dungeon Bomb effect unless a rule specifically states otherwise.

Rule

A covered Dungeon Bomb does not create an active Dungeon Bomb effect, even if it is face up underneath another card.

Rule

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

Active Dungeon Bomb Effects

Rule

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.

Rule

Active Dungeon Bomb effects apply to all Players unless the card specifically states otherwise.

Rule

Active Dungeon Bomb effects remain active until the Dungeon Bomb is covered, flipped face down, removed, or otherwise made inactive by a rule.

Rule

Multiple active Dungeon Bomb effects may exist at the same time.

Rule

If multiple active Dungeon Bomb effects need to resolve at the same time, use the Core Timing Principle defined in 01_CORE_CONCEPTS unless a card or rule specifically states otherwise.

Reference

Core Timing Principle (01_CORE_CONCEPTS > CORE_TIMING_PRINCIPLE)

Rule

A Dungeon Bomb effect may modify Actions, Checks, Damage, Defense, Kaos, Rooms, Loot, or other game systems if the card specifically says it does.

Rule

If an active Dungeon Bomb effect modifies Defense, Defense is recalculated according to 06_COMBAT_ENCOUNTER.

Reference

Calculate Defense (06_COMBAT_ENCOUNTER > CALCULATE_DEFENSE)

SECTION_ID: PHASE_1_BOMBS

Phase 1 Bombs

Rule

A Phase 1 Bomb is a Dungeon Bomb used during the first phase of the Dungeon Bomb Deck.

Rule

Phase 1 Bombs are resolved according to their card text.

Rule

Phase 1 Bombs do not set or change the current Cube state unless a rule or card specifically states otherwise.

Rule

Phase 1 Bombs may be placed face up or face down according to their placement instruction.

SECTION_ID: PHASE_2_BOMBS

Phase 2 Bombs

Rule

Phase 2 Bombs are identified by the Phase 2 Icon.

Rule

A Phase 2 Bomb is a Dungeon Bomb used during the second phase of the Dungeon Bomb Deck.

Rule

Phase 2 Bombs are resolved according to their card text.

Rule

Phase 2 Bombs do not set or change the current Cube state unless a rule or card specifically states otherwise.

Rule

Phase 2 Bombs may be placed face up or face down according to their placement instruction.

Rule

The presence of Phase 2 Bombs in the Dungeon Bomb Deck does not determine the current Cube state.

Reference

Phase 2 Icon (00_ONTOLOGY)

Reference

Phase 2 Bomb (00_ONTOLOGY)

SECTION_ID: CUBE_STATE_CARD_POSITIONS

Cube State Card Positions

Rule

A Cube State Card Position is a placement role assigned to a Cube State Card during Dungeon Bomb Deck construction.

Rule

The standard Cube State Card Positions are:

  • Phase 1 Cube State Card
  • Phase 2 Cube State Card

Rule

The Phase 1 Cube State Card is the first Cube State Card expected to be revealed from the Dungeon Bomb Deck during normal play.

Rule

The Phase 2 Cube State Card is the last Cube State Card expected to be revealed from the Dungeon Bomb Deck during normal play.

Rule

The specific cards assigned to Cube State Card Positions are determined during Setup.

Reference

Final Dungeon Bomb Deck (03_SETUP > FINAL_DUNGEON_BOMB_DECK)

Rule

A Cube State Card Position does not define the card's effect by itself.

Rule

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

Rule

Cube State Cards are special Dungeon Bomb Deck cards that set or modify the global Cube state.

Rule

Cube State Cards are placed in the Dungeon Bomb Deck during Setup as defined in 03_SETUP.

Rule

Cube State Cards are not normal Dungeon Bombs.

Rule

Cube State Cards are not placed in a Player's Dungeon Bomb Stack.

Rule

Cube State Cards do not have active face-up Dungeon Bomb effects.

Rule

When a Cube State Card is revealed, place it face up on top of the Cube State Stack.

Rule

A Cube State Card may define:

  • a Cube state
  • one or more Cube Room End Effects
  • an additional draw instruction
  • other card-specific effects

Rule

After a Cube State Card is placed on the Cube State Stack, resolve any additional instructions on that Cube State Card.

Rule

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.

Rule

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.

Rule

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.

Reference

Final Dungeon Bomb Deck (03_SETUP > FINAL_DUNGEON_BOMB_DECK)

SECTION_ID: CUBE_STATE_STACK

Cube State Stack

Definition

The Cube State Stack is the stack of Cube State Cards next to the Dungeon Bomb Deck that defines the current global Cube state.

Rule

Cubes have one current global state.

Rule

The Cube State Stack may contain zero or more Cube State Cards.

Rule

Cube State Cards in the Cube State Stack are public information.

Rule

Only the top Cube State Card in the Cube State Stack defines the current Cube state.

Rule

Cube State Cards underneath the top Cube State Card do not define the current Cube state unless a rule specifically states otherwise.

Rule

If the Cube State Stack is empty, Cubes are Calm.

Rule

If the Cube State Stack is empty, there is no current Cube State Card.

SECTION_ID: CURRENT_CUBE_STATE_CARD

Current Cube State Card

Definition

The Current Cube State Card is the top Cube State Card in the Cube State Stack.

Rule

If the Cube State Stack contains one or more Cube State Cards, the top Cube State Card is the Current Cube State Card.

Rule

If the Cube State Stack is empty, there is no Current Cube State Card.

Rule

Only the Current Cube State Card defines the current Cube state unless a rule specifically states otherwise.

Rule

Only the Current Cube State Card creates Cube Room End Effects unless a rule specifically states otherwise.

SECTION_ID: CUBE_CARDS

Cube Cards

Rule

A Cube Card is a Dungeon Bomb card that places Jelly Cube Tokens on the Map.

Rule

A Cube Card contains a Cube Pattern.

Rule

When a Cube Card is resolved, place Jelly Cube Tokens in the Rooms indicated by that Cube Card's Cube Pattern.

Rule

If a Cube Card indicates three Rooms, place one Jelly Cube Token in each indicated Room unless a rule specifically states otherwise.

Rule

A Cube Card may indicate one Room with a Chest icon.

Rule

The Chest icon is used to determine whether a Chest Token may be returned to that Room.

Rule

After a Cube Card is resolved, place it in the Active Player's Dungeon Bomb Stack according to its placement instruction.

Rule

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

Placing Jelly Cube Tokens

Rule

Jelly Cube Tokens are placed on Rooms on the Map.

Rule

A Room containing one or more Jelly Cube Tokens is a Cube Room.

Rule

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.

Rule

If there are not enough Jelly Cube Tokens available when a rule instructs Players to place Jelly Cube Tokens, place as many as possible.

Rule

If no Jelly Cube Tokens are available, no additional Jelly Cube Tokens are placed.

Rule

Players may move into, loot in, hide in, and fight in Rooms containing Jelly Cube Tokens unless a rule specifically states otherwise.

Rule

Jelly Cube Tokens are not Players, Loot, Chest Tokens, or Dungeon Bombs.

SECTION_ID: CUBE_CARD_CHEST_ICON

Cube Card Chest Icon

Rule

Some Cube Cards identify one Room with a Chest icon.

Rule

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.

Rule

If the Chest icon Room already contains a Chest Token, do not place another Chest Token there.

Rule

If no matching Chest Token is available in the Chest Token discard area, do not place a Chest Token.

Rule

If a Cube Card creates a Safe Room, resolve Safe Room rules before placing Jelly Cube Tokens.

Reference

Open Chest Action (05_ACTIONS > OPEN_CHEST_ACTION)

SECTION_ID: SAFE_ROOM

Safe Room

Rule

The Safe Room is the Room identified by the final Cube Card's Chest icon.

Rule

When the final Cube Card is resolved, the Room marked with that Cube Card's Chest icon becomes the Safe Room.

Rule

Do not place a Jelly Cube Token in the Safe Room when resolving the final Cube Card.

Rule

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.

Rule

The Safe Room remains the Safe Room for the rest of the game unless a rule specifically states otherwise.

Rule

The Safe Room is not a Cube Room unless a rule later places a Jelly Cube Token in that Room.

Rule

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.

Reference

Open Chest Action (05_ACTIONS > OPEN_CHEST_ACTION)

SECTION_ID: FINAL_CUBE_CARD

Final Cube Card

Rule

The final Cube Card is the [SAFE_ROOM_CUBE_CARD_NUMBER]th Cube Card resolved during the game.

Rule

Track how many Cube Cards have been resolved.

Rule

When the [SAFE_ROOM_CUBE_CARD_NUMBER]th Cube Card is resolved, apply the Safe Room rules.

Rule

If fewer than [SAFE_ROOM_CUBE_CARD_NUMBER] Cube Cards have been resolved, apply normal Cube Card rules.

Rule

If more than [SAFE_ROOM_CUBE_CARD_NUMBER] Cube Cards are resolved due to a rule or variant, only the [SAFE_ROOM_CUBE_CARD_NUMBER]th Cube Card creates the Safe Room unless a rule specifically states otherwise.

SECTION_ID: CUBE_ROOM

Cube Room

Rule

A Cube Room is a Room containing one or more Jelly Cube Tokens.

Rule

A Room becomes a Cube Room immediately when a Jelly Cube Token is placed in that Room.

Rule

A Room stops being a Cube Room immediately when its last Jelly Cube Token is removed.

Rule

A Player is in a Cube Room if that Player's Portrait occupies a Room containing one or more Jelly Cube Tokens.

Rule

Cube Rooms are checked during the End of Turn Process as defined in 02_GAME_STRUCTURE.

Reference

End of Turn Process (02_GAME_STRUCTURE > END_OF_TURN_PROCESS)

SECTION_ID: CUBE_ROOM_END_EFFECTS

Cube Room End Effects

Definition

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.

Rule

Cube Room End Effects are checked during the End of Turn Process as defined in 02_GAME_STRUCTURE.

Reference

End of Turn Process (02_GAME_STRUCTURE > END_OF_TURN_PROCESS)

Rule

If the Active Player is not in a Cube Room, no Cube Room End Effect is resolved.

Rule

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.

Rule

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.

Rule

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.

Rule

Cube Room End Effects may include Damage, Checks, movement, Loot instructions, Kaos gain or loss, Statuses, Random Encounters, or other card-specific instructions.

Rule

If a Cube Room End Effect instructs a Player to make a Check, resolve that Check according to 01_CORE_CONCEPTS unless the Current Cube State Card specifically states otherwise.

Reference

Checks (01_CORE_CONCEPTS > CHECKS)

Rule

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.

Rule

Damage caused by a Cube Room End Effect is treated as environmental hazard damage and does not constitute a Check or Combat Encounter.

Rule

Damage caused by a Cube Room End Effect does not create a Loot Opportunity unless a rule specifically states otherwise.

Rule

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 08_LOOT_AND_INVENTORY.

Reference

Loot Management Window (08_LOOT_AND_INVENTORY > LOOT_MANAGEMENT_WINDOW)

Rule

If a Cube Room End Effect causes a Player to draw or resolve a Random Encounter, resolve that Random Encounter according to 10_RANDOM_ENCOUNTERS.

Reference

Drawing and Resolving Random Encounters (10_RANDOM_ENCOUNTERS > DRAWING_AND_RESOLVING_RANDOM_ENCOUNTERS)

Rule

If a Cube Room End Effect causes Death, Player Fall, or Final Death, resolve the applicable procedure immediately.

Rule

After any Death Process, Fall Resolution, or Final Death caused by a Cube Room End Effect, check for Victory as required by that procedure.

Rule

If the Active Player survives all Cube Room End Effects, continue the End of Turn Process.

Reference

Death Trigger (09_DEATH_AND_VICTORY > DEATH_TRIGGER)

Reference

Death Process (09_DEATH_AND_VICTORY > DEATH_PROCESS)

Reference

Death Sources That Do Not Create Loot Opportunities (09_DEATH_AND_VICTORY > NO_LOOT_OPPORTUNITY_DEATH_SOURCES)

Reference

Victory Check (09_DEATH_AND_VICTORY > VICTORY_CHECK)

SECTION_ID: DUNGEON_BOMB_DECK_EXHAUSTION

Dungeon Bomb Deck Exhaustion

Rule

The Dungeon Bomb Deck is exhausted when no drawable cards remain in the Dungeon Bomb Deck.

Rule

Do not reshuffle the Dungeon Bomb Deck when it is exhausted unless a rule specifically states otherwise.

Rule

If the Final Cube State Card is revealed, resolve it according to the Cube State Card rules.

Rule

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.

Rule

A Player still completes the Dungeon Bomb Step even if no Dungeon Bomb is drawn because the Dungeon Bomb Deck is exhausted.

Rule

The End of Turn Process continues normally after a Dungeon Bomb Step in which no Dungeon Bomb is drawn.

Reference

End of Turn Process (02_GAME_STRUCTURE > END_OF_TURN_PROCESS)

SECTION_ID: DUNGEON_BOMBS_AND_DEATH

Dungeon Bombs and Player Removal

Rule

If Death, Player Fall, or Final Death is triggered during Dungeon Bomb resolution, pause the Dungeon Bomb resolution and resolve the applicable procedure immediately.

Rule

After the applicable procedure is complete, check for Victory as required by that procedure.

Rule

If Victory occurs, the game ends immediately and the interrupted Dungeon Bomb does not continue.

Rule

If Victory does not occur, resume the interrupted Dungeon Bomb resolution if it still has unresolved instructions that can be resolved.

Rule

If a non-Active Player dies, falls, or resolves Final Death during Dungeon Bomb resolution, continue resolving the Dungeon Bomb after the applicable interruption if the game has not ended.

Rule

If the Active Player dies or resolves Final Death before placing the drawn Dungeon Bomb in their Dungeon Bomb Stack, follow 09_DEATH_AND_VICTORY to determine placement.

Rule

If the Active Player falls before placing the drawn Dungeon Bomb in their Dungeon Bomb Stack, complete the card's remaining resolvable instructions and then place the drawn Dungeon Bomb face down on top of that Fallen Player's Dungeon Bomb Stack.

Rule

A Dungeon Bomb placed on a Fallen Player's Dungeon Bomb Stack is inactive.

Rule

A Dungeon Bomb placed on a Fallen Player's Dungeon Bomb Stack does not create an active face-up Dungeon Bomb effect.

Rule

If the Active Player falls before the Dungeon Bomb Step begins, that Player does not begin a Dungeon Bomb Step.

Rule

A Fallen Player does not resolve future Dungeon Bomb Steps until that Player rises as a Zombie.

Rule

A Removed Player does not resolve future Dungeon Bomb Steps.

Reference

Death Process (09_DEATH_AND_VICTORY > DEATH_PROCESS)

Reference

Fall Resolution (RULES_EXTENSION_01_ZOMBIES > FALL_RESOLUTION)

Reference

Fallen Dungeon Bomb Stack (RULES_EXTENSION_01_ZOMBIES > FALLEN_DUNGEON_BOMB_STACK)

Reference

Final Death (RULES_EXTENSION_01_ZOMBIES > FINAL_DEATH)

Reference

End of Turn Process (02_GAME_STRUCTURE > END_OF_TURN_PROCESS)

SECTION_ID: DUNGEON_BOMBS_AND_COMBAT

Dungeon Bombs and Combat

Rule

Dungeon Bomb effects may modify Combat if the card specifically states that they do.

Rule

A Dungeon Bomb does not initiate a Combat Encounter unless the card specifically states that it does.

Rule

If a Dungeon Bomb initiates a Combat Encounter, resolve that Combat Encounter according to 06_COMBAT_ENCOUNTER.

Rule

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.

Reference

Combat Encounter (06_COMBAT_ENCOUNTER > COMBAT_ENCOUNTER)

Reference

End of Combat (06_COMBAT_ENCOUNTER > END_OF_COMBAT)

SECTION_ID: DUNGEON_BOMBS_AND_RANDOM_ENCOUNTERS

Dungeon Bombs and Random Encounters

Rule

Dungeon Bomb effects may cause a Player to draw and resolve a Random Encounter.

Rule

A Random Encounter caused by a Dungeon Bomb is resolved according to 10_RANDOM_ENCOUNTERS.

Reference

Drawing and Resolving Random Encounters (10_RANDOM_ENCOUNTERS > DRAWING_AND_RESOLVING_RANDOM_ENCOUNTERS)

Rule

If a Random Encounter caused by a Dungeon Bomb triggers Death, Player Fall, or Final Death, resolve the applicable procedure immediately.

Reference

Death Process (09_DEATH_AND_VICTORY > DEATH_PROCESS)

Rule

After any Death Process, Fall Resolution, or Final Death, check for Victory as required by that procedure.

Rule

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.

Reference

Victory Check (09_DEATH_AND_VICTORY > VICTORY_CHECK)

SECTION_ID: DUNGEON_BOMB_SUMMARY

Dungeon Bomb Summary

Dungeon Bomb Step

During the End of Turn Process, a surviving Active Player draws and resolves the top card of the Dungeon Bomb Deck.

Dungeon Bomb Stack

Dungeon Bombs drawn by a Player are placed on top of that Player's Dungeon Bomb Stack.

FACE-UP BOMBS: A face-up Dungeon Bomb on top of a Player's Dungeon Bomb Stack may create an active effect for all Players.

FACE-DOWN BOMBS: A face-down Dungeon Bomb does not create an active effect unless a rule specifically states otherwise.

Covered Bombs

A Dungeon Bomb covered by another Dungeon Bomb is no longer active.

Cube State Cards

Cube State Cards set or modify the current global Cube state.

Cube State Stack

The Cube State Stack holds revealed Cube State Cards.

Current Cube State Card

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.

Cube Room End Effects

If the Active Player ends their Turn in a Cube Room, resolve any Cube Room End Effects defined by the Current Cube State Card.

Damage From Cube Room End Effects

If a Cube Room End Effect causes Damage, resolve that Damage as instructed by the Current Cube State Card.

Cube Cards

Cube Cards place Jelly Cube Tokens on the Map according to their Cube Pattern.

Safe Room

The [SAFE_ROOM_CUBE_CARD_NUMBER]th Cube Card creates the Safe Room using the Room marked by its Chest icon.

Death

If Dungeon Bombs or Cube Room End Effects cause Death, resolve the Death Process immediately and then check for Victory.

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.