Rules Extension: 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.

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

Source metadata

File ID

RULES_EXTENSION_01_ZOMBIES

File name

Viva La Dungeon Zombies Extension

Version

1.4

Status

ACTIVE

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 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.

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
  • Player Fall
  • Fallen Player
  • Rising as a Zombie
  • 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
  • Combat Fall Loot Opportunity
  • Victory After a Player Falls
  • 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

Game Mechanic

A special post-fall state used by this extension.

Zombie Player

Game Mechanic

A Player who has risen as a Zombie and is currently using a Zombie Card.

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.

Player Fall

Game Mechanic

The first time a Surviving Player's Health reaches zero or lower while this extension is being used.

Fallen Player

Game Mechanic

A Player whose Fall Resolution is complete but who has not yet risen as a Zombie or been removed from the game.

Fall Resolution

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.

Rising as a Zombie

Game Mechanic

The process resolved when a Fallen Player's next place in Turn Order is reached.

Zombie Turn

Game Mechanic

A Turn taken by a Zombie Player when their position in Turn Order is reached.

Zombie Action

Game Mechanic

An action available to a Zombie Player during a Zombie Turn.

Zombie Attack

Game Mechanic

A Zombie Action used to damage a Surviving Player in the same Room.

Zombie Attack Check

Game Mechanic

A d20 Check made by a Zombie Player to determine whether a Zombie Attack succeeds.

Zombie Attack Modifier

Game Mechanic

A modifier added to a Zombie Attack Check.

Zombie Damage

Game Mechanic

Damage dealt by a Zombie Player.

Downing Player

Game Mechanic

The Surviving Player who dealt Combat Damage that caused another Player to fall.

Zombie Combatant

Game Mechanic

A Zombie Player participating in a Combat Encounter.

Final Death

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_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.

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 Fallen Player rises as a Zombie.

RULE

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

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 Rising as a Zombie.

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.

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.

PLAYER_FALL_TRIGGER

Player Fall Trigger

RULE

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.

RULE

Instead, pause the current process and resolve Fall Resolution.

RULE

The Player whose Health reached zero or lower immediately stops being a Surviving Player.

RULE

A Player may fall and later rise as a Zombie only once per game.

RULE

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

RULE

A Player Fall is not the normal Death Process.

RULE

A Player Fall does not create a Loot Opportunity by default.

RULE

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

PROCEDURE

  1. Identify the Player whose Health reached zero or lower.
  2. Treat that Player as not being a Surviving Player.
  3. Count the remaining Surviving Players.
  4. If exactly one Surviving Player remains, Victory occurs immediately.
  5. If Victory occurs, do not loot, clear, prepare, or raise the fallen Player.
  6. If Victory does not occur, continue Fall Resolution.

RULE

Victory After a Player Falls is resolved before any Combat Fall Loot Opportunity.

RULE

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.

RULE

Victory After a Player Falls is resolved before drawing a Zombie Card.

RULE

If Victory occurs, the game ends immediately and no unresolved game effects continue.

FALL_RESOLUTION

Fall Resolution

PROCEDURE

  1. Identify the fallen Player.
  2. Identify the effect, Damage, or rule that caused the Player to fall.
  3. Resolve Victory After a Player Falls.
  4. If Victory does not occur and Combat Damage caused the fall, determine whether a Combat Fall Loot Opportunity is created.
  5. Resolve any Combat Fall Loot Opportunity.
  6. Discard or remove the fallen Player's remaining Inventory according to Fallen Inventory Clearing.
  7. Remove the fallen Player from any Combat Encounter and from Combat Order.
  8. Remove the fallen Player's Statuses and associated tokens.
  9. Return the fallen Player's Reroll Tokens to the Reroll Token pool.
  10. Set the fallen Player's Kaos to 0.
  11. Deactivate the fallen Player's Dungeon Bomb Stack according to Fallen Dungeon Bomb Stack.
  12. Leave the fallen Player's Portrait in its current Room.
  13. Mark that Player as a Fallen Player.
  14. If the fallen Player is the Active Player, end that Player's Turn according to Fall During the Active Player's Turn.
  15. Resume the interrupted process if the game has not ended and that process can still continue.

RULE

Fall Resolution occurs only if the Player has not previously risen as a Zombie during this game.

RULE

Fall Resolution must be fully resolved before the interrupted process continues unless Victory occurs.

RULE

Fall Resolution does not draw a Zombie Card.

RULE

Fall Resolution does not make the fallen Player a Zombie Player.

RULE

The fallen Player remains in Turn Order.

RULE

The fallen Player's Portrait remains in its current Room unless the effect that caused the fall specifically moved it.

FALLEN_PLAYER

Fallen Player

RULE

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.

RULE

A Fallen Player is not a Surviving Player.

RULE

A Fallen Player is not a Zombie Player.

RULE

A Fallen Player is not a Removed Player.

RULE

A Fallen Player remains in Turn Order.

RULE

A Fallen Player keeps their Portrait in its current Room.

RULE

A Fallen Player does not take a Player Turn, Combat Turn, Zombie Turn, Turn Action, Combat Action, Free Action, Gear Swap, or Zombie Action.

RULE

A Fallen Player cannot use Loot, spend resources, gain resources, heal, or gain Health.

RULE

A Fallen Player cannot be targeted and is ignored when determining legal targets unless a rule specifically mentions Fallen Players.

RULE

A Fallen Player does not resolve or receive game effects unless a rule specifically mentions Fallen Players.

RULE

A Fallen Player is ignored when checking for Victory.

RULE

A Fallen Player does not keep a Combat Encounter active.

RULE

A Fallen Player does not resolve Cube Room End Effects or a Dungeon Bomb Step.

RULE

When a Fallen Player's next place in Turn Order is reached, resolve Rising as a Zombie.

FALL_DURING_ACTIVE_TURN

Fall During the Active Player's Turn

RULE

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.

RULE

The fallen Active Player does not take remaining Turn Actions.

RULE

The fallen Active Player does not gain Kaos for unused Turn Actions.

RULE

The fallen Active Player does not begin or continue Cube Room End Effects that had not already begun.

RULE

The fallen Active Player does not begin a Dungeon Bomb Step that had not already begun.

RULE

The fallen Active Player does not take Zombie Actions.

RULE

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.

RULE

The Player may rise as a Zombie only when their next place in Turn Order is reached.

FALL_DURING_COMBAT

Fall During Combat

RULE

When a Player falls during a Combat Encounter, immediately remove that Player from the Combat Encounter and from Combat Order during Fall Resolution.

RULE

A Player who falls during Combat does not draw a Zombie Card during that Combat Encounter.

RULE

A Player who falls during Combat does not become a Zombie Combatant in that Combat Encounter.

RULE

After Fall Resolution, continue the Combat Encounter only if Victory has not occurred and at least two Surviving Combatants remain.

RULE

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.

RULE

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

Combat Fall Loot Opportunity

DEFINITION

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.

RULE

A Combat Fall Loot Opportunity occurs only if a Player falls because of Combat Damage dealt by a Surviving Player during a Combat Encounter.

RULE

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

RULE

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.

RULE

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.

RULE

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.

RULE

If the Downing Player is no longer a Surviving Player after the Party Combat Loot Interruption, the Combat Fall Loot Opportunity is prevented.

RULE

If the Downing Player remains a Surviving Player after the Party Combat Loot Interruption, the Downing Player receives the Combat Fall Loot Opportunity.

RULE

Eligible Loot follows the Inventory During Death eligibility restrictions in 09_DEATH_AND_VICTORY.

RULE

During a Combat Fall Loot Opportunity, the Downing Player may take any number of eligible Loot cards from the fallen Player's Inventory.

RULE

Loot taken through a Combat Fall Loot Opportunity is managed by the Downing Player through a Loot Management Window.

RULE

After the Combat Fall Loot Opportunity is resolved, continue Fall Resolution.

FALLEN_INVENTORY_CLEARING

Fallen Inventory Clearing

RULE

During Fall Resolution, discard all standard Loot remaining in the fallen Player's Inventory.

RULE

Discarded Loot is placed in its matching Loot discard pile.

RULE

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

RULE

The fallen Player may not take, equip, store, use, or otherwise manage Loot during Fall Resolution unless a rule specifically states otherwise.

RULE

No Player may take Loot from a fallen Player during Fall Resolution unless a Combat Fall Loot Opportunity or another rule specifically allows it.

RULE

Fall Resolution does not create a Loot Management Window for the fallen Player.

FALLEN_DUNGEON_BOMB_STACK

Fallen Dungeon Bomb Stack

RULE

During Fall Resolution, flip all Dungeon Bombs in the fallen Player's Dungeon Bomb Stack face down.

RULE

All active Dungeon Bomb effects from the fallen Player's Dungeon Bomb Stack end immediately.

RULE

The Fallen Player keeps their Dungeon Bomb Stack.

RULE

The Fallen Player's Dungeon Bomb Stack remains inactive until that Player rises as a Zombie.

RULE

Future Dungeon Bombs drawn after the Player rises are placed in that Zombie Player's Dungeon Bomb Stack according to Zombie Dungeon Bomb Resolution.

RULE

A Fallen Player's Dungeon Bomb Stack remains public information.

RISING_AS_A_ZOMBIE

Rising as a Zombie

RULE

When a Fallen Player's next place in Turn Order is reached, that Player rises as a Zombie before taking any Actions.

PROCEDURE

  1. Confirm that the game has not ended.
  2. If no Zombie Card remains, remove the Fallen Player's Portrait from the Map, mark that Player as a Removed Player, and end that position in Turn Order.
  3. If a Zombie Card remains, draw the top Zombie Card.
  4. Place the Zombie Card over the Character area of the Patron Mat.
  5. Set the Player's Health to the STARTING_HEALTH shown on the Zombie Card.
  6. The Player ignores their Character Card, Patron Bonus, Inventory, Equipment Slots, Backpack, Kaos, Reroll Tokens, and Hidden unless a rule specifically states otherwise.
  7. The Player stops being a Fallen Player and becomes a Zombie Player.
  8. Begin that Player's first Zombie Turn.

RULE

Rising as a Zombie does not occur during a Combat Encounter because normal Turn Order does not advance until the Combat Encounter ends.

RULE

A Player may rise as a Zombie only once per game.

RULE

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.

RULE

A Player who falls before their position in Turn Order may rise later in the same Round when that position is reached.

RULE

The Player keeps their Portrait and current Room when they rise.

RULE

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

Zombie Player

RULE

A Zombie Player is a Player who has completed Rising as a Zombie and is currently using a Zombie Card.

RULE

A Zombie Player is not a Surviving Player.

RULE

A Zombie Player is not a Fallen 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.

ZOMBIE_HEALTH

Zombie Health

RULE

A Zombie Player has Health.

RULE

When a Fallen Player rises as a Zombie, 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.

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 Player Fall Trigger if that Player has not yet risen as 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.

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

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.

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.

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.

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.

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.

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 Fall Resolution or Final Death as appropriate.

RULE

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

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.

ZOMBIE_END_OF_TURN_PROCESS

Zombie End of Turn Process

PLAYER FACING RULE

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.

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.

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.

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, Player Fall, or Final Death is triggered, resolve the applicable procedure immediately.
  8. After any Death Process, Fall Resolution, 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.

ZOMBIES_AND_VICTORY

Zombies and Victory

RULE

Fallen Players and Zombie Players are not Surviving Players.

RULE

Fallen Players and Zombie Players cannot win the game.

RULE

Fallen Players and 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 Fallen Players or Zombie Players are still in the game.

RULE

Victory After a Player Falls occurs before looting, clearing the fallen Player, or drawing a Zombie Card.

RULE

If multiple Players fall from the same effect, resolve the falls one at a time using the core timing rules for simultaneous effects.

RULE

After each Player is treated as no longer Surviving, perform Victory After a Player Falls before resolving the next pending fall.

RULE

If any fall causes Victory, the game ends immediately and no remaining pending falls are resolved.

RULE

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

Zombies in Combat

RULE

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

RULE

A Fallen Player is not eligible to become a Zombie Combatant.

RULE

A Player who fell during the current Combat Encounter cannot join that Combat Encounter after later rising.

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.

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.

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.

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.

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 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 Active Player to fall if the failure Damage reduces that Player's Health to zero or lower.

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.

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.

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.

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.

ZOMBIES_SUMMARY

Zombies Summary

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.

SUMMARY

Immediately stop counting the fallen Player as Surviving and check for Victory before looting or clearing that Player.

SUMMARY

If exactly one Surviving Player remains, Victory occurs immediately and the fallen Player never rises as a Zombie.

SUMMARY

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.

SUMMARY

The Player becomes a Fallen Player, not a Zombie Player.

SUMMARY

A Fallen Player remains in Turn Order but cannot act, be targeted, keep Combat active, resolve end-of-turn effects, or affect Victory.

SUMMARY

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.

SUMMARY

A Player who falls during Combat never becomes a Zombie Combatant in that same Combat Encounter.

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

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 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.

Preferred citation

Viva La Dungeon Board Game Rules Reference v1.0. Created by The Lich. Art by Greedmaw Coffin. Published by Zontco.