File ID
RULES_EXTENSION_01_ZOMBIES
The Zombies extension lets Players continue participating after their first fall by rising as Zombie Players when their next place in Turn Order is reached.
Defines the Zombies extension rules and Zombie Card component definitions for Viva La Dungeon.
This extension allows Players to continue participating after their first fall by rising as Zombie Players when their next place in Turn Order is reached.
This document is intended to be plug-in-play. When this extension is used, all Zombie-specific rules and Core Zombie Cards are defined here.
This document does not permanently change the core Viva La Dungeon rules.
This document defines both the rules for playing with Zombies and the Core Zombie Cards used by this extension.
When the Zombies extension is not being used, ignore this document.
When the Zombies extension is being used, this document overrides core rules only where it specifically says it does.
All rules not specifically modified by this document continue to function according to the core rules library.
Future Dungeon levels may add additional Zombie Cards through future sections of this file or through future Level-specific Zombie documentation.
ADDITIONAL_COMPONENTS
To use this extension, add the following components to the game:
* 5 Core Zombie Cards
Core Zombie Cards are Zombie Cards.
Zombie Cards are the same size and type of card as Character Cards.
Place the Zombie Cards near the play area during Setup.
Unless another rule specifically states otherwise, Zombie Cards are drawn from a face-down Zombie Card deck.
EXTENSION_TERMS
Game Mechanic
A special post-fall state used by this extension.
Game Mechanic
A Player who has risen as a Zombie and is currently using a Zombie Card.
Game Component
A card that replaces a Player's Character Card for Zombie-specific game state after that Player rises as a Zombie.
Game Mechanic
The first time a Surviving Player's Health reaches zero or lower while this extension is being used.
Game Mechanic
A Player whose Fall Resolution is complete but who has not yet risen as a Zombie or been removed from the game.
Game Mechanic
The immediate process that checks for Victory, resolves any Combat Fall Loot Opportunity, clears the fallen Player's game state, and prepares that Player to rise later.
Game Mechanic
The process resolved when a Fallen Player's next place in Turn Order is reached.
Game Mechanic
A Turn taken by a Zombie Player when their position in Turn Order is reached.
Game Mechanic
An action available to a Zombie Player during a Zombie Turn.
Game Mechanic
A Zombie Action used to damage a Surviving Player in the same Room.
Game Mechanic
A d20 Check made by a Zombie Player to determine whether a Zombie Attack succeeds.
Game Mechanic
A modifier added to a Zombie Attack Check.
Game Mechanic
Damage dealt by a Zombie Player.
Game Mechanic
The Surviving Player who dealt Combat Damage that caused another Player to fall.
Game Mechanic
A Zombie Player participating in a Combat Encounter.
Game Mechanic
The Death Process that removes a Zombie Player from the game after that Zombie Player's Health reaches zero or lower.
ZOMBIES_EXTENSION_SETUP
During Setup, place the Zombie Cards face down near the play area as the Zombie Card deck.
Do not give any Player a Zombie Card during normal Setup.
Zombie Cards are drawn only when a Fallen Player rises as a Zombie.
If no Zombie Card remains when a Fallen Player would rise, remove that Fallen Player from the game according to RISING_AS_A_ZOMBIE.
ZOMBIE_CARDS
A Zombie Card defines the Zombie Player's Zombie-specific game state.
A Zombie Card may display:
* Starting Health * Defense * Damage Die * Zombie Attack Modifier instructions * Additional card-specific rules
If a Zombie Card modifies a general rule in this document, the Zombie Card applies to that Zombie Player unless another rule specifically states otherwise.
A Zombie Card is not Loot.
A Zombie Card is not a Character Card.
A Zombie Card replaces the Character Card for the purpose of Zombie-specific Health, Defense, Damage, and Zombie Actions.
A Zombie Card does not grant Character Stats unless that Zombie Card specifically says it does.
ZOMBIE_CARD_COMPONENT_RULES
Each component listed in the Core Zombie Cards section is a Zombie Card unless another rule specifically states otherwise.
The Core Zombie Card list contains 5 Zombie Cards.
Each Zombie Card component listed in this document has a COMPONENT_QUANTITY.
STARTING_HEALTH is the Health value assigned to a Player when that Player becomes a Zombie Player and draws that Zombie Card.
DEFENSE is the Zombie Defense value used for that Zombie Card.
DAMAGE_DIE is the die rolled when that Zombie Card deals Zombie Damage.
ZOMBIE_ATTACK_MODIFIER identifies which Zombie Attack Modifier rule that Zombie Card uses.
If ZOMBIE_ATTACK_MODIFIER is STANDARD, use the standard Zombie Attack Modifier Calculation defined in this document.
Zombie Cards are not Character Cards.
Zombie Cards are not Loot.
Zombie Cards are drawn, placed, and used according to Rising as a Zombie.
If Zombie Card text conflicts with the general Zombie rules, the Zombie Card text applies to that Zombie Card unless another rule specifically states otherwise.
MANUAL_CLARIFICATION provides manual-facing explanation, examples, timing notes, or edge-case clarification for a card.
MANUAL_CLARIFICATION does not create a new card effect unless another rule specifically states otherwise.
If MANUAL_CLARIFICATION contradicts COMPONENT_DESCRIPTION or a listed component value, the contradiction must be resolved by updating the COMPONENT_DESCRIPTION, updating the component value, or creating a card-specific rule.
d4CORE_ZOMBIE_CARDS
Each Zombie Card listed in this section is a Core Zombie Card.
Each Zombie Card listed in this section belongs to the Zombie Card deck used by this extension.
Each Zombie Card listed in this section can be used on any map or ruleset using the Zombies Extension unless a specific rule says otherwise.
Each Zombie Card listed in this section uses ZOMBIE_ATTACK_MODIFIER: STANDARD unless another rule specifically states otherwise.
The Core Zombie Cards support up to 6 Players by providing 5 Zombie Cards.
PLAYER_FALL_TRIGGER
When this extension is being used, the first time a Surviving Player's Health reaches zero or lower, do not resolve the normal Death Process for that Player.
Instead, pause the current process and resolve Fall Resolution.
The Player whose Health reached zero or lower immediately stops being a Surviving Player.
A Player may fall and later rise as a Zombie only once per game.
A Zombie Player whose Health later reaches zero or lower resolves Final Death.
A Player Fall is not the normal Death Process.
A Player Fall does not create a Loot Opportunity by default.
If the Player Fall was caused by Combat Damage dealt by a Surviving Player during a Combat Encounter, a Combat Fall Loot Opportunity may be created only after Victory After a Player Falls does not cause Victory.
VICTORY_AFTER_FALL
Victory After a Player Falls is resolved before any Combat Fall Loot Opportunity.
Victory After a Player Falls is resolved before clearing Inventory, removing Statuses, returning Reroll Tokens, setting Kaos to 0, or deactivating the fallen Player's Dungeon Bomb Stack.
Victory After a Player Falls is resolved before drawing a Zombie Card.
If Victory occurs, the game ends immediately and no unresolved game effects continue.
FALL_RESOLUTION
Fall Resolution occurs only if the Player has not previously risen as a Zombie during this game.
Fall Resolution must be fully resolved before the interrupted process continues unless Victory occurs.
Fall Resolution does not draw a Zombie Card.
Fall Resolution does not make the fallen Player a Zombie Player.
The fallen Player remains in Turn Order.
The fallen Player's Portrait remains in its current Room unless the effect that caused the fall specifically moved it.
FALLEN_PLAYER
A Fallen Player is a Player whose Fall Resolution is complete and who has not yet risen as a Zombie or been removed from the game.
A Fallen Player is not a Surviving Player.
A Fallen Player is not a Zombie Player.
A Fallen Player is not a Removed Player.
A Fallen Player remains in Turn Order.
A Fallen Player keeps their Portrait in its current Room.
A Fallen Player does not take a Player Turn, Combat Turn, Zombie Turn, Turn Action, Combat Action, Free Action, Gear Swap, or Zombie Action.
A Fallen Player cannot use Loot, spend resources, gain resources, heal, or gain Health.
A Fallen Player cannot be targeted and is ignored when determining legal targets unless a rule specifically mentions Fallen Players.
A Fallen Player does not resolve or receive game effects unless a rule specifically mentions Fallen Players.
A Fallen Player is ignored when checking for Victory.
A Fallen Player does not keep a Combat Encounter active.
A Fallen Player does not resolve Cube Room End Effects or a Dungeon Bomb Step.
When a Fallen Player's next place in Turn Order is reached, resolve Rising as a Zombie.
FALL_DURING_ACTIVE_TURN
If the Active Player falls during their own Turn, that Turn ends immediately after Fall Resolution and any already-begun effect is resolved as far as possible.
The fallen Active Player does not take remaining Turn Actions.
The fallen Active Player does not gain Kaos for unused Turn Actions.
The fallen Active Player does not begin or continue Cube Room End Effects that had not already begun.
The fallen Active Player does not begin a Dungeon Bomb Step that had not already begun.
The fallen Active Player does not take Zombie Actions.
If the Player falls during an already-begun Dungeon Bomb or other effect, resume that effect after Fall Resolution only if the game has not ended and the effect can still continue.
The Player may rise as a Zombie only when their next place in Turn Order is reached.
FALL_DURING_COMBAT
When a Player falls during a Combat Encounter, immediately remove that Player from the Combat Encounter and from Combat Order during Fall Resolution.
A Player who falls during Combat does not draw a Zombie Card during that Combat Encounter.
A Player who falls during Combat does not become a Zombie Combatant in that Combat Encounter.
After Fall Resolution, continue the Combat Encounter only if Victory has not occurred and at least two Surviving Combatants remain.
A Player who fell during a Combat Encounter may participate as a Zombie in a later Combat Encounter after rising, but never in the same Combat Encounter that caused the fall.
If the Active Player falls during Combat, the Active Player's Player Turn ends after the Combat Encounter and any interrupted effect are resolved as far as possible.
COMBAT_FALL_LOOT_OPPORTUNITY
A Combat Fall Loot Opportunity is a Combat-related opportunity to take Loot from a fallen Player before that Player's remaining Inventory is discarded.
A Combat Fall Loot Opportunity occurs only if a Player falls because of Combat Damage dealt by a Surviving Player during a Combat Encounter.
The Player who dealt that Combat Damage is the Downing Player.
A Combat Fall Loot Opportunity does not occur if the fall was caused by Take A Shot, Dungeon Bombs, Cube Room End Effects, Random Encounters, Loot effects, Zombie Damage, Health loss, Statuses, or another non-Combat effect unless a rule specifically states otherwise.
If the Combat Encounter has one or more Surviving Combatants other than the Downing Player and the fallen Player when the fall is triggered, resolve Party Combat Loot Interruption before granting the Combat Fall Loot Opportunity.
For this interruption, treat the Downing Player as the Killing Player and the fallen Player as the Dying Player only for the purpose of resolving Party Combat Loot Interruption.
If the Downing Player is no longer a Surviving Player after the Party Combat Loot Interruption, the Combat Fall Loot Opportunity is prevented.
If the Downing Player remains a Surviving Player after the Party Combat Loot Interruption, the Downing Player receives the Combat Fall Loot Opportunity.
Eligible Loot follows the Inventory During Death eligibility restrictions in 09_DEATH_AND_VICTORY.
During a Combat Fall Loot Opportunity, the Downing Player may take any number of eligible Loot cards from the fallen Player's Inventory.
Loot taken through a Combat Fall Loot Opportunity is managed by the Downing Player through a Loot Management Window.
After the Combat Fall Loot Opportunity is resolved, continue Fall Resolution.
FALLEN_INVENTORY_CLEARING
During Fall Resolution, discard all standard Loot remaining in the fallen Player's Inventory.
Discarded Loot is placed in its matching Loot discard pile.
If the fallen Player has Plot Armor, return that Plot Armor to the game box.
The fallen Player may not take, equip, store, use, or otherwise manage Loot during Fall Resolution unless a rule specifically states otherwise.
No Player may take Loot from a fallen Player during Fall Resolution unless a Combat Fall Loot Opportunity or another rule specifically allows it.
Fall Resolution does not create a Loot Management Window for the fallen Player.
FALLEN_DUNGEON_BOMB_STACK
During Fall Resolution, flip all Dungeon Bombs in the fallen Player's Dungeon Bomb Stack face down.
All active Dungeon Bomb effects from the fallen Player's Dungeon Bomb Stack end immediately.
The Fallen Player keeps their Dungeon Bomb Stack.
The Fallen Player's Dungeon Bomb Stack remains inactive until that Player rises as a Zombie.
Future Dungeon Bombs drawn after the Player rises are placed in that Zombie Player's Dungeon Bomb Stack according to Zombie Dungeon Bomb Resolution.
A Fallen Player's Dungeon Bomb Stack remains public information.
RISING_AS_A_ZOMBIE
When a Fallen Player's next place in Turn Order is reached, that Player rises as a Zombie before taking any Actions.
Rising as a Zombie does not occur during a Combat Encounter because normal Turn Order does not advance until the Combat Encounter ends.
A Player may rise as a Zombie only once per game.
A Player who falls during their own Turn rises the next time their position in Turn Order is reached, not later during the same Turn.
A Player who falls before their position in Turn Order may rise later in the same Round when that position is reached.
The Player keeps their Portrait and current Room when they rise.
If the Player is removed because no Zombie Card remains, that removal does not create a new Victory Check because the Fallen Player was already excluded from Victory Checks.
ZOMBIE_PLAYER
A Zombie Player is a Player who has completed Rising as a Zombie and is currently using a Zombie Card.
A Zombie Player is not a Surviving Player.
A Zombie Player is not a Fallen Player.
A Zombie Player is not a Removed Player.
A Zombie Player remains in the game until Final Death removes them from the game.
A Zombie Player cannot win the game.
A Zombie Player cannot gain Victory.
A Zombie Player cannot become Hidden unless a Zombie Card specifically says otherwise.
A Zombie Player cannot gain, carry, equip, store, use, take, steal, or receive Loot unless a rule specifically says it affects Zombie Players.
A Zombie Player cannot benefit from Loot unless a rule specifically says it affects Zombie Players.
A Zombie Player cannot benefit from their Patron Bonus unless a rule specifically says it affects Zombie Players.
A Zombie Player cannot gain or spend Kaos unless a rule specifically says it affects Zombie Players.
A Zombie Player cannot gain or spend Reroll Tokens unless a rule specifically says it affects Zombie Players.
A Zombie Player ignores Stat bonuses unless a rule specifically says it affects Zombie Players.
A Zombie Player ignores Dungeon Bomb effects unless the Dungeon Bomb specifically mentions Zombies or this document specifically says otherwise.
ZOMBIE_HEALTH
A Zombie Player has Health.
When a Fallen Player rises as a Zombie, set that Player's Health according to the Zombie Card they drew.
A Zombie Player's Health may be reduced by Damage, card effects, game effects, or rules that specifically affect Zombie Players.
If a Zombie Player's Health reaches zero or lower, resolve Final Death.
A Zombie Player may not heal or gain Health unless a rule specifically says it affects Zombie Players.
ZOMBIE_DEFENSE
A Zombie Player has Defense.
A Zombie Player's Defense is defined by that Zombie Player's Zombie Card.
Zombie Defense is a Target Number.
Zombie Defense is used by Strike A Zombie, Take A Shot against Zombies, Zombie-related Combat effects, and other rules that specifically target Zombie Defense.
A Zombie Player's Defense is not modified by their previous Character Card, Patron Mat, Loot, Plot Armor, or other non-Zombie Defense sources unless a rule specifically says it affects Zombie Players.
ZOMBIE_DAMAGE
Zombie Damage is Damage dealt by a Zombie Player.
Unless a Zombie Card specifically states otherwise, Zombie Damage is determined by the Damage Die printed on that Zombie Card.
Zombie Damage does not add Brawn, Quickness, or any other Stat unless a Zombie Card or rule specifically states otherwise.
Zombie Damage reduces Health.
If Zombie Damage reduces a Surviving Player's Health to zero or lower, resolve Player Fall Trigger if that Player has not yet risen as a Zombie during the game.
If Zombie Damage reduces a Zombie Player's Health to zero or lower, resolve Final Death.
Zombie Damage dealt during a Combat Encounter is Combat Damage only for the purpose of Damage timing and Combat interruption.
Zombie Damage does not create a Killing Player.
Zombie Damage does not create a Loot Opportunity unless a rule specifically states otherwise.
ZOMBIE_ATTACK_MODIFIER
The Zombie Attack Modifier is added to Zombie Attack Checks.
Unless a Zombie Card specifically provides another calculation, calculate the Zombie Attack Modifier using the Zombie Attack Modifier Calculation.
The Zombie Attack Modifier may change during the game as face-up Phase 2 Bombs enter or leave play.
Recalculate the Zombie Attack Modifier each time a Zombie Attack Check is made.
ZOMBIE_ATTACK_MODIFIER_CALCULATION
To calculate the Zombie Attack Modifier, count the visible Phase 2 Icons on face-up Phase 2 Bombs currently in play.
Only Phase 2 Icons on face-up Phase 2 Bombs are counted.
A Phase 2 Bomb counts only if it is the top card of a Player's Dungeon Bomb Stack.
A covered Phase 2 Bomb does not count, even if it is face up underneath another card.
A face-down Phase 2 Bomb does not count.
Cards in the Dungeon Bomb Deck do not count.
Cards in discard piles do not count.
Cube State Cards do not count unless a rule specifically says they count for Zombie Attack Modifier Calculation.
The Zombie Attack Modifier equals the total number of counted Phase 2 Icons.
Zombie Attack Modifier = number of visible Phase 2 Icons on face-up Phase 2 Bombs currently in play
ZOMBIE_TURNS
A Zombie Player remains in Turn Order.
When a Zombie Player's position in Turn Order is reached, that Zombie Player takes a Zombie Turn if the game has not ended.
A Zombie Turn is not a normal Player Turn.
A Zombie Player does not use the standard Turn Action system.
A Zombie Player does not gain Kaos for unused Turn Actions.
A Zombie Player does not resolve the normal End of Turn Process.
During a Zombie Turn, the Zombie Player may take up to two Zombie Actions.
A Zombie Player may take the same Zombie Action more than once during the same Zombie Turn.
Repeating a Zombie Action does not cost Kaos.
Each Zombie Action must be fully resolved before another Zombie Action begins.
After the Zombie Player has taken up to two Zombie Actions or declines to take more Zombie Actions, resolve the Zombie End of Turn Process.
AVAILABLE_ZOMBIE_ACTIONS
The standard Zombie Actions are:
* Zombie Move * Zombie Attack
A Zombie Player may not take standard Turn Actions unless a rule specifically says they can.
A Zombie Player may not take Free Actions unless a rule specifically says they can.
A Zombie Player may not Open Chest, Hide, Seek, Ambush, Challenge, Pickpocket, Take A Shot, Gear Swap, or Strike A Zombie.
Zombie Cards may add, remove, replace, restrict, or modify available Zombie Actions.
ZOMBIE_MOVE
Zombie Action
The Zombie Player must choose an adjacent Room.
Zombie Move is not the Move Action.
Zombie Move does not trigger a Movement Perception Check.
Zombie Move does not cause the Zombie Player to draw a Random Encounter.
Zombie Move may move the Zombie Player's Portrait into a Room containing Surviving Players, Zombie Players, Chest Tokens, Jelly Cube Tokens, or other game components unless a rule specifically says otherwise.
ZOMBIE_ATTACK
Zombie Action
The Zombie Player must be in the same Room as at least one Surviving Player.
One Surviving Player in the Zombie Player's Room.
Zombie Attack is not a Turn Action.
Zombie Attack is not the standard Attack Combat Action unless it is being resolved during a Combat Encounter according to Zombies in Combat.
Zombie Attack does not initiate a Combat Encounter.
Zombie Attack may target a Hidden Surviving Player.
A Zombie Player may not target another Zombie Player with Zombie Attack.
A Zombie Player may not target themselves with Zombie Attack.
ZOMBIE_ATTACK_CHECK
A Zombie Attack Check is a d20 Check.
d20 + Zombie Attack Modifier
Final Result >= target's current Defense
A Zombie Attack Check succeeds if its Final Result is equal to or greater than the target's current Defense.
A Zombie Attack Check fails if its Final Result is lower than the target's current Defense.
A Zombie Attack Check is not a Stat Check.
A Zombie Attack Check is not an Attack Check unless a rule specifically says otherwise.
Kaos may not be spent on a Zombie Attack Check unless a rule specifically says it affects Zombie Players.
Reroll Tokens may not be spent on a Zombie Attack Check unless a rule specifically says it affects Zombie Players.
Critical Success rewards and Critical Failure rewards do not apply to Zombie Attack Checks unless a rule specifically says otherwise.
ZOMBIE_ATTACK_SUCCESS
If a Zombie Attack Check succeeds, the Zombie Player rolls the Damage Die shown on their Zombie Card.
Apply the resulting Zombie Damage to the target.
If Zombie Damage causes the target's Health to reach zero or lower, pause the Zombie Attack and resolve Fall Resolution or Final Death as appropriate.
After any Fall Resolution or Final Death is complete, resume the Zombie Turn only if the game has not ended and the Zombie Turn can still continue.
ZOMBIE_ATTACK_FAILURE
If a Zombie Attack Check fails, the target immediately applies Melee Mystic Dagger Damage to the Zombie Player.
The target does not need to have the Mystic Dagger equipped.
The target does not make a Check to apply Melee Mystic Dagger Damage this way.
This Damage is not Combat Damage unless the Zombie Attack was made during a Combat Encounter.
If this Damage causes the Zombie Player's Health to reach zero or lower, resolve Final Death.
ZOMBIE_END_OF_TURN_PROCESS
Zombie Players draw Dungeon Bombs at the end of their Turns, but Dungeon Bomb effects and Cube Room End Effects do not affect them unless the card specifically mentions Zombies or Zombie Players.
A Zombie Player resolves the Zombie End of Turn Process after completing their Zombie Actions.
ZOMBIE_DUNGEON_BOMB_STEP
During the Zombie Dungeon Bomb Step, the Zombie Player draws and reveals the top card of the Dungeon Bomb Deck.
If the Dungeon Bomb Deck contains no drawable cards, the Zombie Player does not draw a Dungeon Bomb.
If the revealed card is a Cube State Card, resolve it according to 07_DUNGEON_BOMBS.
If the revealed card is a Dungeon Bomb, resolve Zombie Dungeon Bomb Resolution.
A Zombie Player may reveal Cube State Cards normally.
Cube State Cards affect the global Cube state normally, even if revealed during a Zombie Dungeon Bomb Step.
ZOMBIE_DUNGEON_BOMB_RESOLUTION
Zombie Players draw Dungeon Bombs.
Zombie Players do not resolve Dungeon Bomb effects on themselves unless the card specifically mentions Zombies or Zombie Players.
Dungeon Bombs drawn by Zombie Players may still affect Surviving Players.
A Dungeon Bomb placed face up in a Zombie Player's Dungeon Bomb Stack may create an active Dungeon Bomb effect unless the card or another rule states otherwise.
Zombie Players ignore any active Dungeon Bomb effect that does not specifically mention Zombies or Zombie Players.
Surviving Players do not ignore active Dungeon Bomb effects solely because the Dungeon Bomb is in a Zombie Player's Dungeon Bomb Stack.
ZOMBIES_AND_VICTORY
Fallen Players and Zombie Players are not Surviving Players.
Fallen Players and Zombie Players cannot win the game.
Fallen Players and Zombie Players are ignored when counting Surviving Players during a Victory Check.
If exactly one Surviving Player remains, that Player wins immediately, even if one or more Fallen Players or Zombie Players are still in the game.
Victory After a Player Falls occurs before looting, clearing the fallen Player, or drawing a Zombie Card.
If multiple Players fall from the same effect, resolve the falls one at a time using the core timing rules for simultaneous effects.
After each Player is treated as no longer Surviving, perform Victory After a Player Falls before resolving the next pending fall.
If any fall causes Victory, the game ends immediately and no remaining pending falls are resolved.
This extension does not create a game state where a Fallen Player or Zombie Player wins by being the last Player on the Map.
ZOMBIES_IN_COMBAT
Zombie Players may join Combat Encounters that begin in their Room.
A Fallen Player is not eligible to become a Zombie Combatant.
A Player who fell during the current Combat Encounter cannot join that Combat Encounter after later rising.
When a Combat Encounter begins, identify Combatants according to 06_COMBAT_ENCOUNTER.
After all Surviving Combatants have been identified, identify each Zombie Player whose Portrait is in the Combat Room.
Each Zombie Player whose Portrait is in the Combat Room becomes a Zombie Combatant.
Zombie Combatants are Combatants.
Zombie Combatants are not Surviving Combatants.
Zombie Combatants are placed after all Surviving Combatants in Combat Order.
If more than one Zombie Combatant is added to Combat Order, determine their order using a Zombie Order Check.
A Zombie Player who enters the Combat Room after a Combat Encounter has already begun does not join that Combat Encounter unless a rule specifically says otherwise.
ZOMBIE_ORDER_CHECK
A Zombie Order Check determines the order of multiple Zombie Combatants when they join the same Combat Encounter.
Each Zombie Combatant rolls 1d20.
Zombie Combatants are ordered from highest result to lowest result.
Ties are rerolled among tied Zombie Combatants.
Kaos may not be spent on Zombie Order Checks.
Reroll Tokens may not be spent on Zombie Order Checks unless a rule specifically says it affects Zombie Players.
Critical Success rewards and Critical Failure rewards do not apply to Zombie Order Checks unless a rule specifically says otherwise.
ZOMBIE_COMBAT_TURN
A Zombie Combatant takes a Zombie Combat Turn when their position in Combat Order is reached.
A Zombie Combat Turn is not a normal Combat Turn.
A Zombie Combatant may not take standard Combat Actions.
A Zombie Combatant may not Attack, Recover Dropped Weapon, Disengage, or Flee unless a rule specifically says otherwise.
During a Zombie Combat Turn, the Zombie Combatant may make one Zombie Combat Attack.
A Zombie Combatant may not take Free Actions unless a rule specifically says they affect Zombie Players.
After the Zombie Combat Attack is resolved or declined, the Zombie Combat Turn ends.
ZOMBIE_COMBAT_ATTACK
Zombie Combat Attack
The Zombie Combatant must be in a Combat Encounter with at least one Surviving Combatant.
One Surviving Combatant in the same Combat Encounter.
A Zombie Combat Attack follows the Zombie Attack rules.
A Zombie Combat Attack is not the standard Attack Combat Action.
A Zombie Combat Attack does not spend a Combat Action.
Zombie Damage dealt during a Zombie Combat Attack is Combat Damage only for the purpose of Damage timing and Combat interruption.
Zombie Damage dealt during a Zombie Combat Attack does not create a Killing Player.
Zombie Damage dealt during a Zombie Combat Attack does not create a Loot Opportunity unless a rule specifically states otherwise.
ZOMBIE_COMBAT_END_CONDITION
When a Combat Encounter includes one or more Zombie Combatants, use the Zombie Combat End Condition.
A Combat Encounter with Zombie Combatants continues only while two or more Surviving Combatants remain.
If fewer than two Surviving Combatants remain in a Combat Encounter with Zombie Combatants, the Combat Encounter ends immediately.
The Combat Encounter ends even if one or more Zombie Combatants remain in the Combat Room.
When the Combat Encounter ends, Zombie Combatants stop being Combatants.
Zombie Combatants remain in their current Rooms unless another rule moved or removed them.
After Combat ends, normal gameplay resumes from the point where Combat was interrupted unless Victory occurred.
STRIKE_A_ZOMBIE_ACTION
Turn Action
This Action is available to Surviving Players while at least one Zombie Player is in the game.
The Active Player must be a Surviving Player.
The Active Player must be in the same Room as the target Zombie Player.
One Zombie Player in the Active Player's Room.
If the Brawn Check succeeds, apply Melee Damage to the Zombie Player using the chosen Melee option.
If the Brawn Check fails, the Zombie Player rolls their Zombie Damage Die and applies that much Zombie Damage to the Active Player.
Strike A Zombie is a Turn Action.
Strike A Zombie follows Repeating Turn Action rules.
Strike A Zombie does not initiate a Combat Encounter.
Strike A Zombie is not an Ambush, Challenge, Attack Combat Action, or Zombie Attack.
For Strike A Zombie, calculate Damage as though the Active Player resolved a successful Melee Attack with the chosen Melee option.
Damage dealt by Strike A Zombie is not Combat Damage unless a rule specifically states otherwise.
A natural 1 on the Brawn Check for Strike A Zombie does not trigger the Attack Critical Failure Effect unless a rule specifically states otherwise.
Strike A Zombie may cause Final Death if it reduces the Zombie Player's Health to zero or lower.
Strike A Zombie may cause the Active Player to fall if the failure Damage reduces that Player's Health to zero or lower.
TAKE_A_SHOT_AGAINST_ZOMBIES
When this extension is being used, a Surviving Player may target a Zombie Player with Take A Shot if the Zombie Player is in an adjacent Room.
A Zombie Player may be targeted by Take A Shot even though the Zombie Player is not a Surviving Player.
When Take A Shot targets a Zombie Player, skip the Contested Perception Check.
After choosing the target and weapon, the Active Player immediately makes the Quickness Check against the Zombie Player's Defense.
If the Quickness Check succeeds, apply Damage using the chosen Ranged Weapon or Mystic Dagger according to the core Take A Shot rules.
If the Quickness Check fails, the Action ends.
A Zombie Player does not gain the Take A Shot opponent reward.
A Zombie Player cannot use Take A Shot.
PICKPOCKET_AND_ZOMBIES
A Zombie Player cannot take the Pickpocket Action.
A Zombie Player cannot be targeted by Pickpocket.
Zombie Players cannot carry Loot, store Loot, or have Loot in their Backpack unless a rule specifically says it affects Zombie Players.
If a rule instructs a Player to Pickpocket a Zombie Player, that instruction cannot be resolved unless the rule specifically says it affects Zombie Players.
OTHER_ACTIONS_AND_ZOMBIES
Zombie Players are not legal targets for Ambush unless a rule specifically says it affects Zombie Players.
Zombie Players are not legal targets for Challenge unless a rule specifically says it affects Zombie Players.
Zombie Players are not legal targets for Seek unless a rule specifically says it affects Zombie Players.
Zombie Players are not legal targets for standard Pickpocket.
Zombie Players may be targeted by Take A Shot only according to Take A Shot Against Zombies.
Zombie Players may be targeted by Strike A Zombie.
Zombie Players cannot Open Chest.
Zombie Players cannot Hide.
Zombie Players cannot Seek.
Zombie Players cannot Ambush.
Zombie Players cannot Challenge.
Zombie Players cannot Pickpocket.
Zombie Players cannot Take A Shot.
FINAL_DEATH
Final Death occurs when a Zombie Player's Health reaches zero or lower.
When Final Death occurs, pause the current process and resolve the normal Death Process with the Zombie-specific modifications in this section.
Final Death removes the Zombie Player from the game.
A Zombie Player resolving Final Death is treated as a Dying Player only for the purpose of completing the Death Process.
Final Death does not create a Loot Opportunity unless a rule specifically states otherwise.
Final Death does not create a Killing Player unless a rule specifically states otherwise.
During Final Death, the Zombie Player has no eligible Inventory unless a rule specifically says otherwise.
During Final Death, remove the Zombie Player from any Combat Encounter.
During Final Death, remove the Zombie Player's Portrait from the Map.
During Final Death, deactivate the Zombie Player's Dungeon Bomb Stack.
After Final Death is complete, mark the Zombie Player as a Removed Player.
After Final Death is complete, perform a Victory Check.
ZOMBIES_SUMMARY
When the Zombies extension is used, the first time a Surviving Player's Health reaches zero or lower, that Player falls instead of resolving the normal Death Process.
Immediately stop counting the fallen Player as Surviving and check for Victory before looting or clearing that Player.
If exactly one Surviving Player remains, Victory occurs immediately and the fallen Player never rises as a Zombie.
If Victory does not occur, resolve any Combat Fall Loot Opportunity, clear the fallen Player's Inventory and personal effects, remove them from Combat, deactivate their Dungeon Bomb Stack, and leave their Portrait in its current Room.
The Player becomes a Fallen Player, not a Zombie Player.
A Fallen Player remains in Turn Order but cannot act, be targeted, keep Combat active, resolve end-of-turn effects, or affect Victory.
When the Fallen Player's next place in Turn Order is reached, draw a Zombie Card, set the Player's Zombie Health, and begin that Player's first Zombie Turn.
A Player who falls during Combat never becomes a Zombie Combatant in that same Combat Encounter.
During a Zombie Turn, a Zombie Player may take two Zombie Actions.
The standard Zombie Actions are Zombie Move and Zombie Attack.
Zombie Players draw Dungeon Bombs during their Zombie End of Turn Process, but Dungeon Bombs affect them only if the card specifically mentions Zombies.
Zombie Players cannot win the game.
When a Zombie Player's Health reaches zero or lower, that Zombie Player resolves Final Death and is removed from the game.
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 Zombies extension 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.