File ID
08_LOOT_AND_INVENTORY
Viva La Dungeon Rules Reference
The Viva La Dungeon Loot and Inventory rules define Loot, Loot Decks, Inventory, Loot acquisition, Loot Management Windows, Equipping, Storing, Discarding, Gear Swaps, Consumable Loot, Plot Armor, and Loot movement between Players.
Loot is an item card drawn or acquired through gameplay. A Player's Inventory is the collection of Loot currently possessed by that Player, consisting of Equipped Loot and Stored Loot.
This document defines how Loot is managed after a rule or game effect instructs a Player to draw, gain, take, steal, equip, store, discard, or otherwise manage Loot.
This document does not define the Actions, Dungeon Bombs, Random Encounters, Combat effects, or Death Processes that create Loot instructions.
Open Chest is defined in Actions. Combat rules, Damage, Dropped Weapons, and Combat-based Loot Opportunity triggers are defined in Combat Encounter.
Dungeon Bomb effects that involve Loot are initiated by Dungeon Bombs. Death Processes and Loot Opportunities caused by Death are defined in Death and Victory. Random Encounter effects that involve Loot are defined in Random Encounters.
SECTION_ID: LOOT_AUTHORITY_BOUNDARY
Rule: This document defines Loot management procedures.
Rule: If a rule or effect instructs a Player to draw, gain, take, steal, equip, store, discard, or otherwise manage Loot, resolve that Loot management according to this document.
Rule: This document does not create Loot rewards by itself.
Rule: The rule or effect that grants Loot determines which Player gains the Loot and which Loot type or specific Loot card is involved.
Rule: If an Action grants Loot, that Action is defined in Actions.
Rule: If a Combat effect grants, restricts, or modifies Loot, that Combat effect is defined in Combat Encounter.
Rule: If a Dungeon Bomb grants, restricts, or modifies Loot, that Dungeon Bomb effect is defined in Dungeon Bombs.
Rule: If a Death Process grants, restricts, or prevents a Loot Opportunity, that Death Process is defined in Death and Victory.
Rule: If a Random Encounter grants, restricts, or modifies Loot, that Random Encounter effect is defined in Random Encounters.
Rule: If Loot card text conflicts with a general rule in this document, the Loot card text applies to that Loot card unless another rule specifically states otherwise.
References: Open Chest Action; Pickpocket Action; Dungeon Bomb Authority Boundary; Loot Opportunity; Random Encounters and Loot.
SECTION_ID: LOOT
Rule: Loot is an item card drawn or acquired through gameplay.
Rule: The standard Loot types are:
Rule: Plot Armor is a special starting Loot card.
Rule: Plot Armor is not part of any standard Loot deck.
Rule: Loot belongs to a Player while it is in that Player's Inventory.
Rule: Loot does not occupy a Room on the Map unless a rule specifically states otherwise.
SECTION_ID: LOOT_TYPES
Armor: Armor is Loot that may be equipped in an Armor Slot.
Weapon: Weapon is Loot that may be equipped in a Weapon Slot.
Common Magic: Common Magic is Loot drawn from the Common Magic Deck.
Rare Magic: Rare Magic is Loot drawn from the Rare Magic Deck.
Plot Armor: Plot Armor is a special starting Loot card that occupies an Armor Slot and grants Defense while Equipped.
Rule: A Loot card's type determines which deck it belongs to and how it may be equipped, stored, used, or discarded.
Rule: A Loot card may have additional restrictions or permissions printed on the card.
SECTION_ID: LOOT_DECKS_AND_DISCARD_PILES
Rule: The standard Loot Decks are:
Rule: Each Loot Deck has its own discard pile.
Rule: Discarded Armor cards are placed in the Armor discard pile.
Rule: Discarded Weapon cards are placed in the Weapon discard pile.
Rule: Discarded Common Magic cards are placed in the Common Magic discard pile.
Rule: Discarded Rare Magic cards are placed in the Rare Magic discard pile.
Rule: Plot Armor is not discarded into a standard Loot discard pile.
Rule: When Plot Armor is discarded, return it to the game box unless a rule specifically states otherwise.
Rule: Loot discard piles are public information.
SECTION_ID: PUBLIC_LOOT_INFORMATION
Rule: All Loot in a Player's Inventory is public information.
Rule: Loot cards in Armor Slots, Weapon Slots, and Backpack Slots are kept face up unless a rule specifically states otherwise.
Rule: When a Player draws, gains, takes, equips, stores, uses, or discards Loot, that Player must announce what they are doing with that Loot.
Rule: A Player may inspect any public Loot at any time unless a rule specifically states otherwise.
SECTION_ID: INVENTORY
Rule: A Player's Inventory is the collection of Loot currently possessed by that Player.
Rule: A Player's Inventory consists of:
Rule: Equipped Loot is Loot occupying an appropriate Armor Slot or Weapon Slot.
Rule: Stored Loot is Loot occupying a Backpack Slot.
Rule: Plot Armor is part of a Player's Inventory while it occupies an Armor Slot.
Rule: The Mystic Dagger is not Loot.
Rule: The Mystic Dagger is not part of a Player's Inventory.
Rule: A Player's Portrait, Health Marker, Kaos Marker, Reroll Tokens, Hidden Tokens, and Dungeon Bomb Stack are not Inventory.
SECTION_ID: EQUIPMENT_SLOTS
Rule: A Patron Mat contains the following Equipment Slots:
Rule: A Patron Mat also contains Backpack Slots.
Rule: Equipment Slots and Backpack Slots are distinct from each other.
Rule: Each Slot may contain only one Loot card unless a rule specifically states otherwise.
Reference: Patron Mat.
SECTION_ID: ARMOR_SLOTS
Rule: A Player has five Armor Slots.
Rule: Armor Slots may contain Armor cards.
Rule: Armor Slots may contain Plot Armor.
Rule: Only Armor cards and Plot Armor may occupy Armor Slots unless a rule specifically states otherwise.
Rule: An Armor card occupying an Armor Slot is Equipped.
Rule: If an Armor card identifies a required Armor Slot, Armor Type, or placement restriction, that Armor card may only be equipped according to that restriction.
SECTION_ID: WEAPON_SLOTS
Rule: A Player has two Weapon Slots.
Rule: One Weapon Slot is designated for Melee Weapons.
Rule: One Weapon Slot is designated for Ranged Weapons.
Rule: Only Weapon cards may occupy Weapon Slots unless a rule specifically states otherwise.
Rule: A Weapon card occupying a Weapon Slot is Equipped.
Rule: A Melee Weapon may occupy the Melee Weapon Slot.
Rule: A Ranged Weapon may occupy the Ranged Weapon Slot.
Rule: If a Weapon card identifies additional placement restrictions, that Weapon card may only be equipped according to those restrictions.
SECTION_ID: BACKPACK_SLOTS
Rule: A Player's Backpack Slots are defined in Player Structure.
Rule: Each Backpack Slot may contain one Loot card unless a rule specifically states otherwise.
Rule: Any type of Loot may be stored in a Backpack Slot unless a rule specifically states otherwise.
Rule: Loot in a Backpack Slot is Stored Loot.
Rule: Stored Loot is not Equipped unless a rule specifically states otherwise.
Reference: Backpack.
SECTION_ID: EQUIPPED_LOOT
Rule: Loot is Equipped when it occupies an appropriate Equipment Slot on a Patron Mat.
Rule: Equipped Armor provides its Defense, Stat bonuses, and other effects while occupying an Armor Slot.
Rule: Equipped Weapons are available for Attacks and other weapon-based effects while occupying a Weapon Slot unless they are unavailable for another reason.
Rule: A Dropped Weapon remains Equipped but is not available for Attacks until recovered or restored according to Combat Encounter.
Rule: Common Magic and Rare Magic are not Equipped by default.
Rule: Common Magic and Rare Magic may be Equipped only if that card or another rule specifically states how it may be Equipped.
Rule: Equipped Loot provides its game effects unless the Loot card or another rule specifically states otherwise.
References: Dropped Weapon; Attack Action.
SECTION_ID: STORED_LOOT
Rule: Loot is Stored when it occupies a Backpack Slot.
Rule: Stored Loot provides its game effects according to its card text unless it is a Weapon or Armor card, or another rule specifically states otherwise.
Rule: Armor stored in the Backpack does not provide Defense, Stat bonuses, or other effects.
Rule: Weapons stored in the Backpack are not available for Attacks or other weapon-based effects.
Rule: If a Stored Loot card grants Defense from the Backpack, include that Defense when calculating Defense according to Combat Encounter.
Reference: Calculate Defense.
SECTION_ID: DRAWING_LOOT
Rule: When a Player is instructed to draw Loot, draw the specified number and type of Loot cards from the specified Loot Deck.
Rule: Loot is drawn from the top of the appropriate Loot Deck.
Rule: Loot cards are revealed when drawn.
Rule: If an effect instructs a Player to draw multiple Loot cards, draw all instructed Loot cards before resolving the Loot Management Window unless the effect specifically states otherwise.
Rule: If an effect lists multiple Loot types, draw those Loot types in the order listed unless the effect specifically states otherwise.
Rule: After Loot is drawn, the Player who drew that Loot resolves a Loot Management Window.
SECTION_ID: LOOT_DECK_EXHAUSTION
Rule: If a Player must draw from a Loot Deck and that Loot Deck does not contain enough cards, draw as many cards as possible.
Rule: If the Loot Deck is empty or becomes empty before the required draw is complete, shuffle that Loot Deck's discard pile to create a new face-down Loot Deck.
Rule: After the Loot Deck is refreshed, continue drawing until the required number of cards has been drawn or no cards remain available.
Rule: If both the Loot Deck and its discard pile are empty, no additional cards of that Loot type are drawn.
Rule: Refreshing a Loot Deck does not affect Loot currently in Player Inventories.
SECTION_ID: GAINING_AND_TAKING_LOOT
Rule: A Player gains Loot when a rule or effect gives Loot to that Player.
Rule: A Player takes Loot when a rule or effect moves Loot from another Player, game area, or source to that Player.
Rule: When a Player gains or takes Loot, that Player becomes the owner of that Loot unless a rule specifically states otherwise.
Rule: Loot taken from another Player is removed from that Player's Inventory.
Rule: After Loot is gained or taken, the gaining or taking Player resolves a Loot Management Window for that Loot unless a rule specifically states otherwise.
Rule: If a rule instructs a Player to take Loot from a specific location, such as a Backpack, only Loot in that location may be selected.
SECTION_ID: LOOT_MANAGEMENT_WINDOW
Definition: A Loot Management Window is the procedure used when a Player must decide what to do with newly acquired Loot or displaced Loot.
Rule: A Loot Management Window occurs when a Player draws, gains, takes, steals, receives, or otherwise acquires Loot unless a rule specifically states otherwise.
Rule: During a Loot Management Window, the managing Player must decide what happens to each newly acquired Loot card.
Options: During a Loot Management Window, the managing Player may do any of the following with newly acquired Loot:
Rule: If newly acquired Loot replaces Loot already in a Slot, the replaced Loot becomes displaced Loot.
Rule: If newly acquired Armor causes Plot Armor to be discarded, Plot Armor is not displaced Loot and is not resolved through displaced Loot rules.
Rule: Displaced Loot must immediately be equipped in a legal Slot, stored in an empty Backpack Slot, used if legal, or discarded.
Rule: A Loot Management Window ends only when all newly acquired Loot and displaced Loot has been equipped, stored, used, or discarded.
Rule: A Player may not leave Loot unresolved.
Rule: If a Player cannot legally equip, store, or use Loot during a Loot Management Window, they must discard that Loot.
Rule: If multiple Loot cards are being managed at the same time, the managing Player chooses the order in which to manage them unless a rule specifically states otherwise.
Rule: Using a Loot card during a Loot Management Window must still obey that Loot card's timing rules.
Rule: A Player may use Consumable Loot during a Loot Management Window only if that Consumable Loot can legally be used at that time.
SECTION_ID: EQUIPPING_LOOT
Rule: To Equip Loot, place it into a legal Equipment Slot.
Rule: Equipping Loot does not spend a Turn Action unless a rule specifically states otherwise.
Rule: A Player may Equip newly acquired Loot during a Loot Management Window.
Rule: A Player may Equip Stored Gear during a Gear Swap.
Rule: A Player may not Equip Loot into an illegal Slot.
Rule: If an Equipment Slot is empty and the Loot is legal for that Slot, place the Loot in that Slot.
Rule: If an Equipment Slot is occupied, the Player may replace the occupying Loot only if the incoming Loot is legal for that Slot.
Rule: When Loot is equipped, its applicable effects begin immediately unless the card or another rule specifically states otherwise.
Rule: When Loot stops being Equipped, its Equipped effects end immediately unless the card or another rule specifically states otherwise.
SECTION_ID: REPLACING_EQUIPPED_LOOT
Rule: A Player may replace Equipped Loot when a rule allows them to Equip another Loot card into the occupied Slot.
Rule: The incoming Loot is placed into the Slot.
Rule: The previous Loot in that Slot becomes displaced Loot.
Rule: Plot Armor is an exception to this rule. If a Player equips an Armor card and that causes their Plot Armor to be discarded, Plot Armor is discarded instead of becoming displaced Loot.
Rule: Discarded Plot Armor may not be equipped in another Slot, stored in the Backpack, used, or managed as displaced Loot unless a rule specifically states otherwise.
Rule: Displaced Loot must immediately be equipped in another legal Slot, stored in an empty Backpack Slot, used if legal, or discarded.
Rule: If displaced Loot cannot be legally equipped, stored, or used, it must be discarded.
Rule: Replacing Equipped Loot may change the Player's Defense, Stat bonuses, available Weapons, or other game state immediately.
Rule: If Defense changes because Loot is replaced, recalculate Defense according to Combat Encounter.
Reference: Calculate Defense.
SECTION_ID: STORING_LOOT
Rule: To Store Loot, place it into an empty Backpack Slot.
Rule: A Player may Store newly acquired Loot during a Loot Management Window.
Rule: A Player may Store Equipped Gear during a Gear Swap.
Rule: A Player may not Store Loot if all of their Backpack Slots are full unless they first create an empty Backpack Slot through a legal effect.
Rule: If a Player cannot Store a Loot card and does not Equip or use that Loot card, they must discard it.
SECTION_ID: DISCARDING_LOOT
Rule: Discarding Loot removes that Loot from the Player's Inventory.
Rule: When Loot is discarded, place it in its matching discard pile.
Rule: Discarded Plot Armor is returned to the game box unless a rule specifically states otherwise.
Rule: A Player may discard Loot during their own Player Turn when no Action or interruption is being resolved.
Rule: A Player may discard Loot during a Loot Management Window they are resolving.
Rule: A Player may not voluntarily discard Loot during a Combat Turn unless a rule specifically states otherwise.
Rule: A Player may not voluntarily discard Loot during another Player's Turn unless a rule specifically states otherwise.
Rule: Discarding Loot does not place that Loot in a Room.
Rule: Discarded Loot cannot be picked up from the Map unless a rule specifically states otherwise.
Rule: Loot in a discard pile may only leave that discard pile when a rule specifically instructs Players to move it, such as refreshing an empty Loot Deck.
SECTION_ID: GEAR
Definition: Gear means Armor or Weapons.
Rule: Armor cards are Gear.
Rule: Weapon cards are Gear.
Rule: Common Magic and Rare Magic are not Gear unless a rule specifically states otherwise.
Rule: Plot Armor is not Gear.
SECTION_ID: GEAR_SWAP
Action Type: Free Action.
Rule: Gear Swap is a Free Action.
Rule: Gear Swap follows the Free Action rules in Actions.
Rule: A Gear Swap may move one Equipped Gear card into an empty Backpack Slot.
Rule: A Gear Swap may move one Stored Gear card from the Backpack into an empty legal Equipment Slot.
Rule: A Gear Swap may exchange one Equipped Gear card with one Stored Gear card if the Stored Gear card is legal for the Equipment Slot occupied by the Equipped Gear card.
Rule: If a Gear Swap would leave a Loot card without a legal Slot, that Gear Swap may not be performed unless the Player discards the unresolved Loot immediately.
Reference: Free Actions.
SECTION_ID: CONSUMABLE_LOOT
Definition: Consumable Loot is Loot that is used once and then discarded, removed, or otherwise expended.
Rule: A Loot card is Consumable Loot only if its card text or another rule indicates that it is consumed, discarded after use, spent, or otherwise expended.
Rule: Consumable Loot is used according to its card text.
Rule: If Consumable Loot is used as a Free Action, resolve that Free Action according to Actions during a Player Turn or according to Combat Encounter during a Combat Turn.
Rule: If Consumable Loot does not specify a timing, it may only be used during the controlling Player's own Player Turn when no Action or interruption is being resolved.
Rule: After Consumable Loot is used, discard it unless the card specifically states otherwise.
Rule: A Player may use Consumable Loot during a Loot Management Window only if that Loot can legally be used at that time.
Rule: Using Consumable Loot during a Loot Management Window may create or free a Backpack Slot.
References: Free Actions; Combat Turn.
SECTION_ID: MAGIC_LOOT
Rule: Common Magic and Rare Magic are Magic Loot.
Rule: Magic Loot may be stored in the Backpack.
Rule: Magic Loot may be used, consumed, equipped, or otherwise resolved only as instructed by its card text or another rule.
Rule: Magic Loot stored in the Backpack may provide effects only if the card specifically states that it provides effects from the Backpack.
Rule: If Magic Loot grants Defense while stored in the Backpack, include that Defense when calculating the Player's Defense.
Rule: If Magic Loot is discarded after use, place it in its matching discard pile.
SECTION_ID: ARMOR_LOOT
Rule: Armor may be Equipped in Armor Slots.
Rule: Armor provides Defense, Stat bonuses, and other effects while Equipped unless the Armor card specifically states otherwise.
Rule: Armor stored in the Backpack does not provide Defense, Stat bonuses, or other effects unless a rule specifically states otherwise.
Rule: If Armor has a specific Armor Slot, Armor Type, or placement restriction, it may only be Equipped according to that restriction.
Rule: When Armor becomes Equipped, recalculate Defense according to Combat Encounter.
Rule: When Armor stops being Equipped, recalculate Defense according to Combat Encounter.
Reference: Calculate Defense.
SECTION_ID: WEAPON_LOOT
Rule: Weapons may be Equipped in Weapon Slots.
Rule: Weapons provide attack options while Equipped unless the Weapon card or another rule specifically states otherwise.
Rule: Weapons stored in the Backpack are not available for Attacks unless a rule specifically states otherwise.
Rule: Weapons stored in the Backpack may be moved into a legal Weapon Slot through a Gear Swap or another rule that allows the Weapon to be Equipped.
Rule: A Dropped Weapon remains in its Weapon Slot but is not available for Attacks until recovered or restored according to Combat Encounter.
Rule: A Dropped Weapon is not discarded.
Rule: A Dropped Weapon is not available to be stolen solely because it is Dropped.
References: Attack Action; Dropped Weapon.
SECTION_ID: PLOT_ARMOR
Rule: Every Player begins the game with Plot Armor as defined in Setup and Player Structure.
Rule: Plot Armor occupies one Armor Slot.
Rule: Plot Armor is Equipped while occupying an Armor Slot.
Rule: Plot Armor does not have an Armor Type.
Rule: Plot Armor grants +5 Defense while Equipped.
Rule: Plot Armor is not part of the Armor Deck.
Rule: Plot Armor is not an Armor card.
Rule: Plot Armor may not be stored in the Backpack unless a rule specifically states otherwise.
Rule: The first time a Player equips any Armor card to any Armor Slot, discard that Player's Plot Armor before applying the new Armor, if that Player's Plot Armor is still Equipped.
Rule: Plot Armor discarded this way is not displaced Loot.
Rule: Plot Armor discarded this way may not be equipped in another Slot, stored in the Backpack, used, or managed through a Loot Management Window unless a rule specifically states otherwise.
Rule: If Plot Armor is discarded, return it to the game box unless a rule specifically states otherwise.
Rule: If a Player no longer has Plot Armor Equipped, this rule does not affect future Armor they equip.
Rule: If Defense changes because Plot Armor is discarded, recalculate Defense according to Combat Encounter.
References: Calculate Defense; Plot Armor Placement; Plot Armor.
SECTION_ID: OPEN_CHEST_LOOT
Rule: The Open Chest Action is defined in Actions.
Rule: When a Player successfully resolves an Open Chest Action, that Player draws Loot according to the Loot list displayed on the Chest Token.
Rule: Loot drawn from an Open Chest Action is managed through a Loot Management Window.
Rule: Removing or discarding the Chest Token is handled by Actions.
Reference: Open Chest Action.
SECTION_ID: PICKPOCKET_LOOT
Rule: The Pickpocket Action is defined in Actions.
Rule: When a Player successfully resolves a Pickpocket Action, that Player chooses one Loot card from the target's Backpack and takes it.
Rule: Only Loot in the target's Backpack may be chosen for Pickpocket unless a rule specifically states otherwise.
Rule: Loot taken with Pickpocket is removed from the target's Inventory.
Rule: Loot taken with Pickpocket is managed by the taking Player through a Loot Management Window.
Rule: If the target's Backpack becomes empty, no further Loot may be chosen from that Backpack unless more Loot is later stored there.
Reference: Pickpocket Action.
SECTION_ID: DUNGEON_BOMB_LOOT
Rule: Dungeon Bombs are defined in Dungeon Bombs.
Rule: If a Dungeon Bomb instructs a Player to draw, gain, take, equip, store, discard, steal, or otherwise manage Loot, resolve that Loot instruction according to this document.
Rule: If a Dungeon Bomb creates a Loot instruction for more than one Player, resolve those Loot instructions in the order stated by the Dungeon Bomb.
Rule: If no order is stated, resolve those Loot instructions using the Core Timing Principle defined in Core Concepts.
References: Drawing and Resolving Dungeon Bombs; Core Timing Principle.
SECTION_ID: RANDOM_ENCOUNTER_LOOT
Rule: Random Encounters are defined in Random Encounters.
Rule: If a Random Encounter instructs a Player to draw, gain, take, equip, store, discard, steal, or otherwise manage Loot, resolve that Loot instruction according to this document.
Rule: If a Random Encounter causes Death, pause Loot management and resolve the Death Process according to Death and Victory.
References: Random Encounters and Loot; Death Process.
SECTION_ID: LOOT_OPPORTUNITIES
Rule: A Loot Opportunity is a Death-related opportunity for a Player to take Loot from another Player before that Loot is discarded or removed.
Rule: Loot Opportunities are created, granted, restricted, or prevented by Death and Victory.
Rule: This document does not determine whether a Loot Opportunity occurs.
Rule: When Death and Victory grants a Player permission to take Loot through a Loot Opportunity, the taking Player manages any Loot they take through a Loot Management Window.
Rule: Loot not taken through a Loot Opportunity is handled according to Death and Victory.
Rule: If a Loot Opportunity occurs during a Combat Encounter, resolve the timing of that Loot Opportunity according to Death and Victory and Combat Encounter.
References: Loot Opportunity; Combat Death Loot Opportunity.
SECTION_ID: LOOT_AND_DEFENSE
Rule: Loot may modify Defense only if that Loot or another rule specifically states that it modifies Defense.
Rule: Equipped Armor modifies Defense unless the Armor card specifically states otherwise.
Rule: Plot Armor modifies Defense while Equipped.
Rule: Stored Loot modifies Defense only if the Loot card or another rule specifically states that it modifies Defense while stored.
Rule: When Loot that modifies Defense is equipped, stored, discarded, used, taken, stolen, covered, removed, or otherwise changes state, recalculate Defense according to Combat Encounter.
Reference: Calculate Defense.
SECTION_ID: LOOT_AND_STAT_BONUSES
Rule: Loot may modify Stats only if that Loot or another rule specifically states that it modifies Stats.
Rule: Equipped Armor provides its printed Stat bonuses while Equipped unless the Armor card specifically states otherwise.
Rule: Equipped Weapons provide printed Stat bonuses while Equipped only if the Weapon card or another rule specifically states that they do.
Rule: Stored Loot does not provide Stat bonuses unless that Loot or another rule specifically states that it provides Stat bonuses while stored.
Rule: When Loot that modifies Stats is equipped, stored, discarded, used, taken, stolen, removed, or otherwise changes state, recalculate any affected current Stat according to Player Structure.
Rule: If a Stat bonus changes during a Check or Damage calculation, use the Stat value that is current at the time that Check or Damage calculation is resolved.
Reference: Calculate Stat.
SECTION_ID: LOOT_AND_DAMAGE
Rule: Weapons may provide Damage dice, Damage values, or Damage effects.
Rule: Weapon Damage is resolved according to Combat Encounter unless a rule specifically states otherwise.
Rule: Take A Shot uses the chosen Weapon's Damage as defined in Actions and Combat Encounter.
Rule: Magic Loot may cause Damage only if the card specifically states that it does.
References: Damage Calculation; Take A Shot Action.
SECTION_ID: LOOT_AND_DEATH_INTERRUPTION
Rule: If Death is triggered during Loot management, pause the current Loot management procedure and resolve the Death Process immediately according to Death and Victory.
Rule: After the Death Process is completed, check for Victory.
Rule: If Victory occurs, the game ends immediately.
Rule: If Victory does not occur, resume Loot management from the point of interruption if the interrupted Player is still a surviving Player and the Loot management procedure is still valid.
Rule: If the Player resolving a Loot Management Window is removed from the game, any unresolved Loot in that Loot Management Window is discarded unless the Death Process or another rule states otherwise.
References: Death Process; Victory Check.
SECTION_ID: LOOT_SUMMARY
Loot: Loot is an item card drawn or acquired through gameplay.
Loot Types: The standard Loot types are Armor, Weapon, Common Magic, and Rare Magic.
Inventory: A Player's Inventory consists of Equipped Loot and Stored Loot.
Equipped Loot: Loot in a legal Armor Slot or Weapon Slot is Equipped.
Stored Loot: Loot in a Backpack Slot is Stored.
Backpack: A Backpack has three Slots and may store any type of Loot unless a rule states otherwise.
Armor: Armor provides Defense, Stat bonuses, and other effects while Equipped. Armor stored in the Backpack does not work unless a rule specifically states otherwise.
Weapon: Weapons are available for Attacks while Equipped unless unavailable for another reason.
Magic Loot: Common Magic and Rare Magic work according to their card text.
Plot Armor: Plot Armor occupies an Armor Slot, grants +5 Defense while Equipped, and is discarded the first time that Player equips any Armor card. Plot Armor discarded this way is not displaced Loot.
Loot Management Window: When a Player acquires Loot, they must Equip, Store, Use, or Discard it.
Gear Swap: Once during their Player Turn, a Player may perform one Gear Swap between Equipment Slots and Backpack Slots.
Discard: Discarded Loot leaves Inventory and goes to its matching discard pile. Discarded Loot is not placed in a Room.
Loot Deck Exhaustion: If a Loot Deck runs out, shuffle its discard pile to create a new Loot Deck.
Death: Loot Opportunities are determined by Death and Victory. Any Loot taken through a Loot Opportunity is managed according to this document.
This reference is designed to define rules precisely. It is not a step-by-step learn-to-play guide and does not replace the official game components. These rules define the core systems but do not include the full commercial game contents, cards, art, components, or final product materials.
Official rules for Viva La Dungeon, a tabletop dungeon-battle-royale board game created by The Lich, featuring art by Greedmaw Coffin, and published by Zontco. Viva La Dungeon is a Zontco product.
© 2026 Zontco. All rights reserved. Please credit: Viva La Dungeon Board Game Rules Reference v1.0. Created by The Lich. Art by Greedmaw Coffin. Published by Zontco.
Viva La Dungeon Board Game Rules Reference v1.0. Created by The Lich. Art by Greedmaw Coffin. Published by Zontco.