Zontco

Rules Extension: Zombies

The Zombies extension defines Zombie Cards, the Zombie Card deck, Core Zombie Cards, Zombie Card component definitions, Zombie Conversion, Zombie Players, Zombie Turns, Zombie Actions, Zombie Dungeon Bomb resolution, Zombies in Combat, and Final Death for the Viva La Dungeon board game.

When this extension is used, Players may continue participating after their first collapse by becoming Zombie Players. When this extension is not being used, ignore this page.

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

Document metadata

Purpose

Defines the Zombies extension rules and Zombie Card component definitions for Viva La Dungeon.

This extension allows Players to continue participating after their first collapse by becoming Zombie Players.

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.

Used by

  • Future Zombie Card expansion sections
  • Future Level Box extension rules
  • Future Level-specific Zombie documentation

Authoritative for

Zombies Extension Setup
Zombie Cards
Zombie Deck contents
Zombie Card component definitions
Zombie Card component IDs
Zombie Card names
Zombie Card quantities
Zombie Card Starting Health values
Zombie Card Defense values
Zombie Card Damage dice
Zombie Card printed descriptions
Core Zombie Cards
Zombie Card manual clarifications
Zombie Player
Zombie Conversion
Zombie Health
Zombie Defense
Zombie Damage
Zombie Attack Modifier
Zombie Attack Modifier Calculation
Zombie Turns
Zombie Actions
Zombie Move
Zombie Attack
Zombie Dungeon Bomb Resolution
Zombies and Loot
Pre-Zombie Loot Opportunity
Zombie Conversion Gate
Zombies and Victory
Zombies in Combat
Strike A Zombie
Take A Shot against Zombies
Pickpocket and Zombies
Final Death of a Zombie Player

Notes

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 ADDITIONAL_COMPONENTS

Rule: To use this extension, add the following components to the game:

  • 5 Core Zombie Cards

Rule: Core Zombie Cards are Zombie Cards.

Rule: Zombie Cards are the same size and type of card as Character Cards.

Rule: Place the Zombie Cards near the play area during Setup.

Rule: Unless another rule specifically states otherwise, Zombie Cards are drawn from a face-down Zombie Card deck.

Extension Terms EXTENSION_TERMS

Zombie
Term type: Game Mechanic
Definition: A special post-collapse state used by this extension.
Zombie Player
Term type: Game Mechanic
Definition: A Player who has completed the Zombie Conversion Process and is currently using a Zombie Card.
Zombie Card
Term type: Game Component
Definition: A card that replaces a Player's Character Card when that Player becomes a Zombie Player.
Zombie Conversion
Term type: Game Mechanic
Definition: The process that happens the first time a Surviving Player's Health reaches zero or lower while this extension is being used.
Zombie Conversion Gate
Term type: Game Mechanic
Definition: The timing check that determines whether a Player becomes a Zombie Player or whether Victory occurs before Zombie Conversion.
Zombie Turn
Term type: Game Mechanic
Definition: A Turn taken by a Zombie Player when their position in Turn Order is reached.
Zombie Action
Term type: Game Mechanic
Definition: An action available to a Zombie Player during a Zombie Turn.
Zombie Attack
Term type: Game Mechanic
Definition: A Zombie Action used to damage a Surviving Player in the same Room.
Zombie Attack Check
Term type: Game Mechanic
Definition: A d20 Check made by a Zombie Player to determine whether a Zombie Attack succeeds.
Zombie Attack Modifier
Term type: Game Mechanic
Definition: A modifier added to a Zombie Attack Check.
Zombie Damage
Term type: Game Mechanic
Definition: Damage dealt by a Zombie Player.
Downing Player
Term type: Game Mechanic
Definition: The Surviving Player who dealt Combat Damage that triggered another Player's Zombie Conversion.
Zombie Combatant
Term type: Game Mechanic
Definition: A Zombie Player participating in a Combat Encounter.
Final Death
Term type: Game Mechanic
Definition: The Death Process that removes a Zombie Player from the game after that Zombie Player's Health reaches zero or lower.

Zombies Extension Authority Boundary ZOMBIES_EXTENSION_AUTHORITY_BOUNDARY

Rule: This document defines all rules needed to play with Zombies.

Rule: This document may modify how Death, Turns, Actions, Combat, Dungeon Bombs, Loot, and Victory work while this extension is being used.

Rule: This document does not redefine core systems except where a Zombie-specific rule directly modifies them.

Rule: If a Zombie-specific rule in this document conflicts with a core rule, use this document while the Zombies extension is being used.

Rule: If a core rule applies and this document does not modify it, use the core rule normally.

References

Zombies Extension Setup ZOMBIES_EXTENSION_SETUP

Rule: During Setup, place the Zombie Cards face down near the play area as the Zombie Card deck.

Rule: Do not give any Player a Zombie Card during normal Setup.

Rule: Zombie Cards are drawn only when a rule instructs a Player to become a Zombie Player.

Rule: If a Player would draw a Zombie Card and no Zombie Cards remain available, that Player resolves the normal Death Process instead.

References

Zombie Cards ZOMBIE_CARDS

Rule: A Zombie Card defines the Zombie Player's Zombie-specific game state.

Rule: A Zombie Card may display:

  • Starting Health
  • Defense
  • Damage Die
  • Zombie Attack Modifier instructions
  • Additional card-specific rules

Rule: 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.

Rule: A Zombie Card is not Loot.

Rule: A Zombie Card is not a Character Card.

Rule: A Zombie Card replaces the Character Card for the purpose of Zombie-specific Health, Defense, Damage, and Zombie Actions.

Rule: A Zombie Card does not grant Character Stats unless that Zombie Card specifically says it does.

Zombie Card Component Rules ZOMBIE_CARD_COMPONENT_RULES

Rule: Each component listed in the Core Zombie Cards section is a Zombie Card unless another rule specifically states otherwise.

Rule: The Core Zombie Card list contains 5 Zombie Cards.

Rule: Each Zombie Card component listed in this document has a COMPONENT_QUANTITY.

Rule: STARTING_HEALTH is the Health value assigned to a Player when that Player becomes a Zombie Player and draws that Zombie Card.

Rule: DEFENSE is the Zombie Defense value used for that Zombie Card.

Rule: DAMAGE_DIE is the die rolled when that Zombie Card deals Zombie Damage.

Rule: ZOMBIE_ATTACK_MODIFIER identifies which Zombie Attack Modifier rule that Zombie Card uses.

Rule: If ZOMBIE_ATTACK_MODIFIER is STANDARD, use the standard Zombie Attack Modifier Calculation defined in this document.

Rule: Zombie Cards are not Character Cards.

Rule: Zombie Cards are not Loot.

Rule: Zombie Cards are drawn, placed, and used according to the Zombie Conversion Process.

Rule: 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.

Rule: MANUAL_CLARIFICATION provides manual-facing explanation, examples, timing notes, or edge-case clarification for a card.

Rule: MANUAL_CLARIFICATION does not create a new card effect unless another rule specifically states otherwise.

Rule: 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.

References

Core Zombie Cards CORE_ZOMBIE_CARDS

Section rule: Each Zombie Card listed in this section is a Core Zombie Card.

Section rule: Each Zombie Card listed in this section belongs to the Zombie Card deck used by this extension.

Section rule: 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.

Section rule: Each Zombie Card listed in this section uses ZOMBIE_ATTACK_MODIFIER: STANDARD unless another rule specifically states otherwise.

Section rule: The Core Zombie Cards support up to 6 Players by providing 5 Zombie Cards.

Zombie

Component description: Starting Health 10. Defense 10. Damage d4.

Manual clarification: When a Player draws this Zombie Card during Zombie Conversion, set that Player's Health to 10. This Zombie Card's Defense is 10. When this Zombie Card deals Zombie Damage, roll 1d4 unless another rule specifically states otherwise. This Zombie Card uses the standard Zombie Attack Modifier Calculation defined in this document.

Zombie Conversion Trigger ZOMBIE_CONVERSION_TRIGGER

Rule: When this extension is being used, the first time a Surviving Player's Health reaches zero or lower, do not immediately resolve the normal Death Process for that Player.

Rule: Instead, pause the current process and resolve the Zombie Conversion Gate.

Rule: A Player may become a Zombie Player only once per game.

Rule: A Zombie Player whose Health later reaches zero or lower resolves Final Death.

Rule: Zombie Conversion is not the Death Process.

Rule: Zombie Conversion does not create a Loot Opportunity by default.

Rule: If Zombie Conversion is triggered by Combat Damage dealt by a Surviving Player during a Combat Encounter, resolve a Pre-Zombie Loot Opportunity only if the Zombie Conversion Gate does not cause Victory.

References

Zombie Conversion Gate ZOMBIE_CONVERSION_GATE

Definition: The Zombie Conversion Gate is the timing check that determines whether a Player becomes a Zombie Player or whether the game ends before Zombie Conversion occurs.

Procedure

  1. Identify the Player whose Health reached zero or lower.
  2. Treat that Player as not being a Surviving Player for this Victory Check.
  3. Count the remaining Surviving Players.
  4. If exactly one Surviving Player remains, Victory occurs immediately.
  5. If Victory occurs, the Player whose Health reached zero or lower does not become a Zombie Player.
  6. If Victory does not occur, resolve the Zombie Conversion Process.

Rule: The Zombie Conversion Gate is resolved before Pre-Zombie Loot Opportunity.

Rule: The Zombie Conversion Gate is resolved before Zombie Conversion.

Rule: The Zombie Conversion Gate is resolved before drawing a Zombie Card.

Rule: The Zombie Conversion Gate is resolved before clearing Inventory, removing Statuses, returning Reroll Tokens, setting Kaos to 0, or deactivating the Player's Dungeon Bomb Stack.

Rule: If Victory occurs during the Zombie Conversion Gate, the game ends immediately.

Rule: If Victory occurs during the Zombie Conversion Gate, do not resolve Pre-Zombie Loot Opportunity.

Rule: If Victory occurs during the Zombie Conversion Gate, do not resolve Zombie Conversion.

Rule: If Victory does not occur during the Zombie Conversion Gate, continue to the Zombie Conversion Process.

References

Zombie Conversion Process ZOMBIE_CONVERSION_PROCESS

Procedure

  1. Identify the Player becoming a Zombie.
  2. Identify the effect, Damage, or rule that caused that Player's Health to reach zero or lower.
  3. Do not resolve the normal Death Process for that Player.
  4. If the Zombie Conversion was triggered by Combat Damage, determine whether a Pre-Zombie Loot Opportunity is created.
  5. Resolve any Pre-Zombie Loot Opportunity.
  6. Discard or remove that Player's remaining Inventory according to Zombie Inventory Clearing.
  7. Remove that Player's Statuses and associated tokens.
  8. Return that Player's Reroll Tokens to the Reroll Token pool.
  9. Set that Player's Kaos to 0.
  10. Deactivate that Player's current Dungeon Bomb Stack.
  11. The Player keeps their Portrait on the Map.
  12. The Player draws one Zombie Card.
  13. The Player places the Zombie Card in the Character position of their Patron Mat.
  14. The Player sets their Health according to the Zombie Card.
  15. The Player ignores their Patron Bonus.
  16. The Player becomes a Zombie Player.
  17. Resume the interrupted process unless another rule states otherwise.

Rule: The Zombie Conversion Process occurs only if the Zombie Conversion Gate does not cause Victory.

Rule: The Zombie Conversion Process must be fully resolved before the interrupted process continues unless Victory occurs during an interruption created by this process.

Rule: A Player who becomes a Zombie Player is no longer a Surviving Player.

Rule: A Zombie Player remains associated with their Portrait.

Rule: A Zombie Player remains in Turn Order.

Rule: A Zombie Player's Portrait remains in its current Room unless the effect that caused Zombie Conversion specifically moved it.

References

Pre-Zombie Loot Opportunity PRE_ZOMBIE_LOOT_OPPORTUNITY

Definition: A Pre-Zombie Loot Opportunity is a Combat-related opportunity to take Loot from a Player before that Player completes Zombie Conversion.

Rule: A Pre-Zombie Loot Opportunity occurs only if Zombie Conversion is triggered by Combat Damage dealt by a Surviving Player during a Combat Encounter.

Rule: The Player who dealt that Combat Damage is the Downing Player.

Rule: The Downing Player may receive a Pre-Zombie Loot Opportunity before the converting Player becomes a Zombie Player.

Rule: A Pre-Zombie Loot Opportunity does not occur if Zombie Conversion is triggered by Take A Shot, Dungeon Bombs, Cube Room End Effects, Random Encounters, Loot effects, Zombie Damage, or another non-Combat effect unless a rule specifically states otherwise.

Rule: If the Combat Encounter has one or more Surviving Combatants other than the Downing Player and the converting Player when Zombie Conversion is triggered, resolve Party Combat Loot Interruption before granting the Pre-Zombie Loot Opportunity.

Rule: For this interruption, treat the Downing Player as the Killing Player and treat the converting Player as the Dying Player only for the purpose of resolving Party Combat Loot Interruption.

Rule: If the Downing Player is no longer a Surviving Player after the Party Combat Loot Interruption, the Pre-Zombie Loot Opportunity is prevented.

Rule: If the Downing Player remains a Surviving Player after the Party Combat Loot Interruption, the Downing Player receives the Pre-Zombie Loot Opportunity.

Rule: Eligible Loot for a Pre-Zombie Loot Opportunity follows the Inventory During Death eligibility restrictions in 09_DEATH_AND_VICTORY.

Rule: For Pre-Zombie Loot Opportunity eligibility only, treat the converting Player as the Dying Player.

Rule: During a Pre-Zombie Loot Opportunity, the Downing Player may take any number of eligible Loot cards from the converting Player's Inventory.

Rule: Loot taken through a Pre-Zombie Loot Opportunity is managed by the Downing Player through a Loot Management Window.

Rule: After the Pre-Zombie Loot Opportunity is resolved, continue the Zombie Conversion Process.

References

Zombie Inventory Clearing ZOMBIE_INVENTORY_CLEARING

Rule: When a Player becomes a Zombie Player, discard all standard Loot in that Player's Inventory.

Rule: Discarded Loot is placed in its matching Loot discard pile.

Rule: If the Player has Plot Armor, return that Plot Armor to the game box.

Rule: The Player may not take, equip, store, use, or otherwise manage Loot during Zombie Conversion unless a rule specifically states otherwise.

Rule: No Player may take Loot from a Player during Zombie Conversion unless a rule specifically states otherwise.

Rule: Zombie Conversion does not create a Loot Management Window.

References

Zombie Dungeon Bomb Stack Conversion ZOMBIE_DUNGEON_BOMB_STACK_CONVERSION

Rule: When a Player becomes a Zombie Player, flip all Dungeon Bombs in that Player's Dungeon Bomb Stack face down.

Rule: All active Dungeon Bomb effects from that Player's Dungeon Bomb Stack end immediately.

Rule: The Zombie Player keeps their Dungeon Bomb Stack.

Rule: Future Dungeon Bombs drawn by that Zombie Player are placed in that Zombie Player's Dungeon Bomb Stack according to Zombie Dungeon Bomb Resolution.

Rule: A Zombie Player's Dungeon Bomb Stack remains public information.

References

Zombie Player ZOMBIE_PLAYER

Rule: A Zombie Player is a Player who has completed the Zombie Conversion Process and is currently using a Zombie Card.

Rule: A Zombie Player is not a Surviving Player.

Rule: A Zombie Player is not a Removed Player.

Rule: A Zombie Player remains in the game until Final Death removes them from the game.

Rule: A Zombie Player cannot win the game.

Rule: A Zombie Player cannot gain Victory.

Rule: A Zombie Player cannot become Hidden unless a Zombie Card specifically says otherwise.

Rule: A Zombie Player cannot gain, carry, equip, store, use, take, steal, or receive Loot unless a rule specifically says it affects Zombie Players.

Rule: A Zombie Player cannot benefit from Loot unless a rule specifically says it affects Zombie Players.

Rule: A Zombie Player cannot benefit from their Patron Bonus unless a rule specifically says it affects Zombie Players.

Rule: A Zombie Player cannot gain or spend Kaos unless a rule specifically says it affects Zombie Players.

Rule: A Zombie Player cannot gain or spend Reroll Tokens unless a rule specifically says it affects Zombie Players.

Rule: A Zombie Player ignores Stat bonuses unless a rule specifically says it affects Zombie Players.

Rule: A Zombie Player ignores Dungeon Bomb effects unless the Dungeon Bomb specifically mentions Zombies or this document specifically says otherwise.

References

Zombie Health ZOMBIE_HEALTH

Rule: A Zombie Player has Health.

Rule: When a Player becomes a Zombie Player, set that Player's Health according to the Zombie Card they drew.

Rule: A Zombie Player's Health may be reduced by Damage, card effects, game effects, or rules that specifically affect Zombie Players.

Rule: If a Zombie Player's Health reaches zero or lower, resolve Final Death.

Rule: A Zombie Player may not heal or gain Health unless a rule specifically says it affects Zombie Players.

Zombie Defense ZOMBIE_DEFENSE

Rule: A Zombie Player has Defense.

Rule: A Zombie Player's Defense is defined by that Zombie Player's Zombie Card.

Rule: Zombie Defense is a Target Number.

Rule: 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.

Rule: 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.

References

Zombie Damage ZOMBIE_DAMAGE

Rule: Zombie Damage is Damage dealt by a Zombie Player.

Rule: Unless a Zombie Card specifically states otherwise, Zombie Damage is determined by the Damage Die printed on that Zombie Card.

Rule: Zombie Damage does not add Brawn, Quickness, or any other Stat unless a Zombie Card or rule specifically states otherwise.

Rule: Zombie Damage reduces Health.

Rule: If Zombie Damage reduces a Surviving Player's Health to zero or lower, resolve the Zombie Conversion Gate if that Player has not yet become a Zombie during the game.

Rule: If Zombie Damage reduces a Zombie Player's Health to zero or lower, resolve Final Death.

Rule: Zombie Damage dealt during a Combat Encounter is Combat Damage only for the purpose of Damage timing and Combat interruption.

Rule: Zombie Damage does not create a Killing Player.

Rule: Zombie Damage does not create a Loot Opportunity unless a rule specifically states otherwise.

References

Zombie Attack Modifier ZOMBIE_ATTACK_MODIFIER

Rule: The Zombie Attack Modifier is added to Zombie Attack Checks.

Rule: Unless a Zombie Card specifically provides another calculation, calculate the Zombie Attack Modifier using the Zombie Attack Modifier Calculation.

Rule: The Zombie Attack Modifier may change during the game as face-up Phase 2 Bombs enter or leave play.

Rule: Recalculate the Zombie Attack Modifier each time a Zombie Attack Check is made.

Zombie Attack Modifier Calculation ZOMBIE_ATTACK_MODIFIER_CALCULATION

Rule: To calculate the Zombie Attack Modifier, count the visible Phase 2 Icons on face-up Phase 2 Bombs currently in play.

Rule: Only Phase 2 Icons on face-up Phase 2 Bombs are counted.

Rule: A Phase 2 Bomb counts only if it is the top card of a Player's Dungeon Bomb Stack.

Rule: A covered Phase 2 Bomb does not count, even if it is face up underneath another card.

Rule: A face-down Phase 2 Bomb does not count.

Rule: Cards in the Dungeon Bomb Deck do not count.

Rule: Cards in discard piles do not count.

Rule: Cube State Cards do not count unless a rule specifically says they count for Zombie Attack Modifier Calculation.

Rule: The Zombie Attack Modifier equals the total number of counted Phase 2 Icons.

Formula: Zombie Attack Modifier = number of visible Phase 2 Icons on face-up Phase 2 Bombs currently in play

References

Zombie Turns ZOMBIE_TURNS

Rule: A Zombie Player remains in Turn Order.

Rule: When a Zombie Player's position in Turn Order is reached, that Zombie Player takes a Zombie Turn if the game has not ended.

Rule: A Zombie Turn is not a normal Player Turn.

Rule: A Zombie Player does not use the standard Turn Action system.

Rule: A Zombie Player does not gain Kaos for unused Turn Actions.

Rule: A Zombie Player does not resolve the normal End of Turn Process.

Rule: During a Zombie Turn, the Zombie Player may take up to two Zombie Actions.

Rule: A Zombie Player may take the same Zombie Action more than once during the same Zombie Turn.

Rule: Repeating a Zombie Action does not cost Kaos.

Rule: Each Zombie Action must be fully resolved before another Zombie Action begins.

Rule: 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.

References

Available Zombie Actions AVAILABLE_ZOMBIE_ACTIONS

Rule: The standard Zombie Actions are:

  • Zombie Move
  • Zombie Attack

Rule: A Zombie Player may not take standard Turn Actions unless a rule specifically says they can.

Rule: A Zombie Player may not take Free Actions unless a rule specifically says they can.

Rule: A Zombie Player may not Open Chest, Hide, Seek, Ambush, Challenge, Pickpocket, Take A Shot, Gear Swap, or Strike A Zombie.

Rule: Zombie Cards may add, remove, replace, restrict, or modify available Zombie Actions.

References

Zombie Move ZOMBIE_MOVE

Action type: Zombie Action

Requirement: The Zombie Player must choose an adjacent Room.

Procedure

  1. Move the Zombie Player's Portrait to the chosen adjacent Room.
  2. Complete the Zombie Move.

Rule: Zombie Move is not the Move Action.

Rule: Zombie Move does not trigger a Movement Perception Check.

Rule: Zombie Move does not cause the Zombie Player to draw a Random Encounter.

Rule: 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.

References

Zombie Attack ZOMBIE_ATTACK

Action type: Zombie Action

Requirement: The Zombie Player must be in the same Room as at least one Surviving Player.

Target: One Surviving Player in the Zombie Player's Room.

Procedure

  1. The Zombie Player chooses one Surviving Player in the same Room.
  2. Calculate the target's current Defense.
  3. Calculate the Zombie Player's Zombie Attack Modifier.
  4. The Zombie Player makes a Zombie Attack Check against the target's current Defense.
  5. Resolve the Zombie Attack Check.
  6. If the Zombie Attack Check succeeds, resolve Zombie Attack Success.
  7. If the Zombie Attack Check fails, resolve Zombie Attack Failure.

Rule: Zombie Attack is not a Turn Action.

Rule: Zombie Attack is not the standard Attack Combat Action unless it is being resolved during a Combat Encounter according to Zombies in Combat.

Rule: Zombie Attack does not initiate a Combat Encounter.

Rule: Zombie Attack may target a Hidden Surviving Player.

Rule: A Zombie Player may not target another Zombie Player with Zombie Attack.

Rule: A Zombie Player may not target themselves with Zombie Attack.

References

Zombie Attack Check ZOMBIE_ATTACK_CHECK

Rule: A Zombie Attack Check is a d20 Check.

Formula: d20 + Zombie Attack Modifier

Success condition: Final Result >= target's current Defense

Rule: A Zombie Attack Check succeeds if its Final Result is equal to or greater than the target's current Defense.

Rule: A Zombie Attack Check fails if its Final Result is lower than the target's current Defense.

Rule: A Zombie Attack Check is not a Stat Check.

Rule: A Zombie Attack Check is not an Attack Check unless a rule specifically says otherwise.

Rule: Kaos may not be spent on a Zombie Attack Check unless a rule specifically says it affects Zombie Players.

Rule: Reroll Tokens may not be spent on a Zombie Attack Check unless a rule specifically says it affects Zombie Players.

Rule: Critical Success rewards and Critical Failure rewards do not apply to Zombie Attack Checks unless a rule specifically says otherwise.

References

Zombie Attack Success ZOMBIE_ATTACK_SUCCESS

Rule: If a Zombie Attack Check succeeds, the Zombie Player rolls the Damage Die shown on their Zombie Card.

Rule: Apply the resulting Zombie Damage to the target.

Rule: If Zombie Damage causes the target's Health to reach zero or lower, pause the Zombie Attack and resolve the Zombie Conversion Gate or Final Death as appropriate.

Rule: After any Zombie Conversion Gate 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 ZOMBIE_ATTACK_FAILURE

Rule: If a Zombie Attack Check fails, the target immediately applies Melee Mystic Dagger Damage to the Zombie Player.

Rule: The target does not need to have the Mystic Dagger equipped.

Rule: The target does not make a Check to apply Melee Mystic Dagger Damage this way.

Rule: This Damage is not Combat Damage unless the Zombie Attack was made during a Combat Encounter.

Rule: If this Damage causes the Zombie Player's Health to reach zero or lower, resolve Final Death.

References

Zombie End of Turn Process ZOMBIE_END_OF_TURN_PROCESS

Rule: A Zombie Player resolves the Zombie End of Turn Process after completing their Zombie Actions.

Procedure

  1. Check whether the Zombie Player's Portrait is in a Cube Room.
  2. Resolve Cube Room End Effects only if the Current Cube State Card specifically affects Zombie Players.
  3. If the Zombie Player is still in the game, resolve the Zombie Dungeon Bomb Step.
  4. Complete the Zombie Turn.

Rule: A Zombie Player does not gain Kaos for unused Zombie Actions.

Rule: A Zombie Player does not resolve Cube Room End Effects unless the Current Cube State Card specifically mentions Zombies or Zombie Players.

Rule: If a Zombie Player is removed from the game during the Zombie End of Turn Process, do not resolve any remaining steps for that Zombie Player.

References

Zombie Dungeon Bomb Step ZOMBIE_DUNGEON_BOMB_STEP

Rule: During the Zombie Dungeon Bomb Step, the Zombie Player draws and reveals the top card of the Dungeon Bomb Deck.

Rule: If the Dungeon Bomb Deck contains no drawable cards, the Zombie Player does not draw a Dungeon Bomb.

Rule: If the revealed card is a Cube State Card, resolve it according to 07_DUNGEON_BOMBS.

Rule: If the revealed card is a Dungeon Bomb, resolve Zombie Dungeon Bomb Resolution.

Rule: A Zombie Player may reveal Cube State Cards normally.

Rule: Cube State Cards affect the global Cube state normally, even if revealed during a Zombie Dungeon Bomb Step.

References

Zombie Dungeon Bomb Resolution ZOMBIE_DUNGEON_BOMB_RESOLUTION

Procedure

  1. The Zombie Player reveals the Dungeon Bomb.
  2. If the Dungeon Bomb specifically mentions Zombies or Zombie Players, resolve those instructions.
  3. If the Dungeon Bomb affects all Players, resolve it only for Surviving Players unless the card specifically says it affects Zombie Players.
  4. If the Dungeon Bomb requires multiple Players to resolve an effect, include only eligible Surviving Players unless the card specifically says it affects Zombie Players.
  5. Ignore any instruction that would affect only the Zombie Player unless the card specifically says it affects Zombie Players.
  6. Place the Dungeon Bomb in the Zombie Player's Dungeon Bomb Stack according to the card's placement instruction.
  7. If Death, Zombie Conversion Gate, or Final Death is triggered, resolve it immediately.
  8. After any Death Process, Zombie Conversion Gate, Final Death, or Victory Check is complete, resume the Zombie Dungeon Bomb Resolution only if the game has not ended and there are unresolved instructions that can still be resolved.

Rule: Zombie Players draw Dungeon Bombs.

Rule: Zombie Players do not resolve Dungeon Bomb effects on themselves unless the card specifically mentions Zombies or Zombie Players.

Rule: Dungeon Bombs drawn by Zombie Players may still affect Surviving Players.

Rule: 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.

Rule: Zombie Players ignore any active Dungeon Bomb effect that does not specifically mention Zombies or Zombie Players.

Rule: Surviving Players do not ignore active Dungeon Bomb effects solely because the Dungeon Bomb is in a Zombie Player's Dungeon Bomb Stack.

References

Zombies and Victory ZOMBIES_AND_VICTORY

Rule: Zombie Players are not Surviving Players.

Rule: Zombie Players cannot win the game.

Rule: Zombie Players are ignored when counting Surviving Players during a Victory Check.

Rule: If exactly one Surviving Player remains, that Player wins immediately, even if one or more Zombie Players are still in the game.

Rule: If the Zombie Conversion Gate determines that exactly one Surviving Player remains, Victory occurs immediately.

Rule: If Victory occurs during the Zombie Conversion Gate, the Player whose Health reached zero or lower does not become a Zombie Player.

Rule: If multiple Players would resolve Zombie Conversion Gates at the same time, resolve those Zombie Conversion Gates one at a time using the core timing rules for simultaneous effects.

Rule: After each Zombie Conversion Gate, perform its Victory Check before resolving the next pending Zombie Conversion Gate.

Rule: If any Zombie Conversion Gate causes Victory, the game ends immediately and no remaining pending Zombie Conversion Gates are resolved.

Rule: This extension does not create a game state where a Zombie Player wins by being the last Player on the Map.

References

Zombies in Combat ZOMBIES_IN_COMBAT

Rule: Zombie Players may join Combat Encounters that begin in their Room.

Rule: When a Combat Encounter begins, identify Combatants according to 06_COMBAT_ENCOUNTER.

Rule: After all Surviving Combatants have been identified, identify each Zombie Player whose Portrait is in the Combat Room.

Rule: Each Zombie Player whose Portrait is in the Combat Room becomes a Zombie Combatant.

Rule: Zombie Combatants are Combatants.

Rule: Zombie Combatants are not Surviving Combatants.

Rule: Zombie Combatants are placed after all Surviving Combatants in Combat Order.

Rule: If more than one Zombie Combatant is added to Combat Order, determine their order using a Zombie Order Check.

Rule: 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.

References

Zombie Order Check ZOMBIE_ORDER_CHECK

Rule: A Zombie Order Check determines the order of multiple Zombie Combatants when they join the same Combat Encounter.

Rule: Each Zombie Combatant rolls 1d20.

Rule: Zombie Combatants are ordered from highest result to lowest result.

Rule: Ties are rerolled among tied Zombie Combatants.

Rule: Kaos may not be spent on Zombie Order Checks.

Rule: Reroll Tokens may not be spent on Zombie Order Checks unless a rule specifically says it affects Zombie Players.

Rule: Critical Success rewards and Critical Failure rewards do not apply to Zombie Order Checks unless a rule specifically says otherwise.

Zombie Combat Turn ZOMBIE_COMBAT_TURN

Rule: A Zombie Combatant takes a Zombie Combat Turn when their position in Combat Order is reached.

Rule: A Zombie Combat Turn is not a normal Combat Turn.

Rule: A Zombie Combatant may not take standard Combat Actions.

Rule: A Zombie Combatant may not Attack, Recover Dropped Weapon, Disengage, or Flee unless a rule specifically says otherwise.

Rule: During a Zombie Combat Turn, the Zombie Combatant may make one Zombie Combat Attack.

Rule: A Zombie Combatant may not take Free Actions unless a rule specifically says they affect Zombie Players.

Rule: After the Zombie Combat Attack is resolved or declined, the Zombie Combat Turn ends.

References

Zombie Combat Attack ZOMBIE_COMBAT_ATTACK

Action type: Zombie Combat Attack

Requirement: The Zombie Combatant must be in a Combat Encounter with at least one Surviving Combatant.

Target: One Surviving Combatant in the same Combat Encounter.

Procedure

  1. The Zombie Combatant chooses one Surviving Combatant in the same Combat Encounter.
  2. Resolve a Zombie Attack against that target.
  3. After the Zombie Attack is resolved, check the Combat End Condition.

Rule: A Zombie Combat Attack follows the Zombie Attack rules.

Rule: A Zombie Combat Attack is not the standard Attack Combat Action.

Rule: A Zombie Combat Attack does not spend a Combat Action.

Rule: Zombie Damage dealt during a Zombie Combat Attack is Combat Damage only for the purpose of Damage timing and Combat interruption.

Rule: Zombie Damage dealt during a Zombie Combat Attack does not create a Killing Player.

Rule: Zombie Damage dealt during a Zombie Combat Attack does not create a Loot Opportunity unless a rule specifically states otherwise.

References

Zombie Combat End Condition ZOMBIE_COMBAT_END_CONDITION

Rule: When a Combat Encounter includes one or more Zombie Combatants, use the Zombie Combat End Condition.

Rule: A Combat Encounter with Zombie Combatants continues only while two or more Surviving Combatants remain.

Rule: If fewer than two Surviving Combatants remain in a Combat Encounter with Zombie Combatants, the Combat Encounter ends immediately.

Rule: The Combat Encounter ends even if one or more Zombie Combatants remain in the Combat Room.

Rule: When the Combat Encounter ends, Zombie Combatants stop being Combatants.

Rule: Zombie Combatants remain in their current Rooms unless another rule moved or removed them.

Rule: After Combat ends, normal gameplay resumes from the point where Combat was interrupted unless Victory occurred.

References

Strike A Zombie Action STRIKE_A_ZOMBIE_ACTION

Action type: Turn Action

Availability: This Action is available to Surviving Players while at least one Zombie Player is in the game.

Requirement: The Active Player must be a Surviving Player.

Requirement: The Active Player must be in the same Room as the target Zombie Player.

Target: One Zombie Player in the Active Player's Room.

Procedure

  1. The Active Player chooses one Zombie Player in the same Room.
  2. The Active Player chooses an available Melee Weapon or the Mystic Dagger as a Melee option.
  3. Make a Brawn Check against the Zombie Player's Defense.
  4. Resolve the Brawn Check.
  5. If the Brawn Check succeeds, resolve Strike A Zombie Success.
  6. If the Brawn Check fails, resolve Strike A Zombie Failure.

Success: If the Brawn Check succeeds, apply Melee Damage to the Zombie Player using the chosen Melee option.

Failure: If the Brawn Check fails, the Zombie Player rolls their Zombie Damage Die and applies that much Zombie Damage to the Active Player.

Rule: Strike A Zombie is a Turn Action.

Rule: Strike A Zombie follows Repeating Turn Action rules.

Rule: Strike A Zombie does not initiate a Combat Encounter.

Rule: Strike A Zombie is not an Ambush, Challenge, Attack Combat Action, or Zombie Attack.

Rule: For Strike A Zombie, calculate Damage as though the Active Player resolved a successful Melee Attack with the chosen Melee option.

Rule: Damage dealt by Strike A Zombie is not Combat Damage unless a rule specifically states otherwise.

Rule: A natural 20 on the Brawn Check for Strike A Zombie does not trigger the Attack Critical Hit Effect unless a rule specifically states otherwise.

Rule: 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.

Rule: Strike A Zombie may cause Final Death if it reduces the Zombie Player's Health to zero or lower.

Rule: Strike A Zombie may cause the Zombie Conversion Gate if the failure Damage reduces the Active Player's Health to zero or lower.

References

Take A Shot Against Zombies TAKE_A_SHOT_AGAINST_ZOMBIES

Rule: 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.

Rule: A Zombie Player may be targeted by Take A Shot even though the Zombie Player is not a Surviving Player.

Rule: When Take A Shot targets a Zombie Player, skip the Contested Perception Check.

Rule: After choosing the target and weapon, the Active Player immediately makes the Quickness Check against the Zombie Player's Defense.

Rule: If the Quickness Check succeeds, apply Damage using the chosen Ranged Weapon or Mystic Dagger according to the core Take A Shot rules.

Rule: If the Quickness Check fails, the Action ends.

Rule: A Zombie Player does not gain the Take A Shot opponent reward.

Rule: A Zombie Player cannot use Take A Shot.

References

Pickpocket and Zombies PICKPOCKET_AND_ZOMBIES

Rule: A Zombie Player cannot take the Pickpocket Action.

Rule: A Zombie Player cannot be targeted by Pickpocket.

Rule: Zombie Players cannot carry Loot, store Loot, or have Loot in their Backpack unless a rule specifically says it affects Zombie Players.

Rule: 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.

References

Other Actions and Zombies OTHER_ACTIONS_AND_ZOMBIES

Rule: Zombie Players are not legal targets for Ambush unless a rule specifically says it affects Zombie Players.

Rule: Zombie Players are not legal targets for Challenge unless a rule specifically says it affects Zombie Players.

Rule: Zombie Players are not legal targets for Seek unless a rule specifically says it affects Zombie Players.

Rule: Zombie Players are not legal targets for standard Pickpocket.

Rule: Zombie Players may be targeted by Take A Shot only according to Take A Shot Against Zombies.

Rule: Zombie Players may be targeted by Strike A Zombie.

Rule: Zombie Players cannot Open Chest.

Rule: Zombie Players cannot Hide.

Rule: Zombie Players cannot Seek.

Rule: Zombie Players cannot Ambush.

Rule: Zombie Players cannot Challenge.

Rule: Zombie Players cannot Pickpocket.

Rule: Zombie Players cannot Take A Shot.

References

Final Death FINAL_DEATH

Rule: Final Death occurs when a Zombie Player's Health reaches zero or lower.

Rule: When Final Death occurs, pause the current process and resolve the normal Death Process with the Zombie-specific modifications in this section.

Rule: Final Death removes the Zombie Player from the game.

Rule: A Zombie Player resolving Final Death is treated as a Dying Player only for the purpose of completing the Death Process.

Rule: Final Death does not create a Loot Opportunity unless a rule specifically states otherwise.

Rule: Final Death does not create a Killing Player unless a rule specifically states otherwise.

Rule: During Final Death, the Zombie Player has no eligible Inventory unless a rule specifically says otherwise.

Rule: During Final Death, remove the Zombie Player from any Combat Encounter.

Rule: During Final Death, remove the Zombie Player's Portrait from the Map.

Rule: During Final Death, deactivate the Zombie Player's Dungeon Bomb Stack.

Rule: After Final Death is complete, mark the Zombie Player as a Removed Player.

Rule: After Final Death is complete, perform a Victory Check.

References

Zombies Summary ZOMBIES_SUMMARY

Summary: When the Zombies extension is used, the first time a Surviving Player's Health reaches zero or lower, pause the current process and resolve the Zombie Conversion Gate.

Summary: During the Zombie Conversion Gate, count Surviving Players as if the Player whose Health reached zero or lower is no longer Surviving.

Summary: If exactly one Surviving Player remains, Victory occurs immediately and the Player whose Health reached zero or lower does not become a Zombie Player.

Summary: If Victory does not occur, resolve the Zombie Conversion Process.

Summary: If Zombie Conversion was triggered by Combat Damage, a Pre-Zombie Loot Opportunity may occur before the Player becomes a Zombie Player.

Summary: A Zombie Player keeps their Portrait, draws a Zombie Card, sets their new Health, ignores their Patron Bonus, loses their remaining Inventory, and becomes non-surviving.

Summary: Zombie Players remain in Turn Order and take Zombie Turns.

Summary: During a Zombie Turn, a Zombie Player may take two Zombie Actions.

Summary: The standard Zombie Actions are Zombie Move and Zombie Attack.

Summary: Zombie Players draw Dungeon Bombs during their Zombie End of Turn Process, but Dungeon Bombs affect them only if the card specifically mentions Zombies.

Summary: Zombie Players cannot win the game.

Summary: If exactly one Surviving Player remains, that Player wins even if Zombie Players are still on the Map.

Summary: When a Zombie Player's Health reaches zero or lower, that Zombie Player resolves Final Death and is removed from the game.

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.