File ID
04_PLAYER_STRUCTURE
Player Structure defines the game state, play area, statistics, attributes, and equipment structure associated with a Player in the Viva La Dungeon board game.
Player Structure is the authoritative rules source for the persistent game state associated with each Player. It defines how a Player's Character, Portrait, Patron Mat, Stats, Attributes, Health, Defense, Kaos, equipment slots, Backpack, Equipped Loot, Mystic Dagger access, and Plot Armor are represented and interpreted during play.
This document defines the structure of a Player's game state.
Procedures involving Actions, Combat, Looting, and Death are defined in their respective system documents.
SECTION_ID: VARIABLES
When this document references a Variable by name, use the value listed in this section unless another rule specifically states otherwise.
| Variable | Value |
|---|---|
BACKPACK_SLOT_COUNT |
3 |
MYSTIC_DAGGER_BASE_DAMAGE |
2 |
Related rules: Backpack, Mystic Dagger.
SECTION_ID: PLAYER_AREA
Each Player maintains a personal play area.
A Player's play area contains all game components associated with that Player.
A Player's Portrait is associated with that Player but is normally located on the Map rather than in the Player's personal play area.
Related rules: Inventory, Dungeon Bomb Stacks.
SECTION_ID: CHARACTER
Each Player controls exactly one Character.
A Character Card displays the Character's Stats and Starting Attributes.
A Character remains under the control of its Player until removed from the game.
A Character Card is distinct from the Player's Portrait.
The Character Card defines the Player's Stats and Starting Attributes.
The Portrait represents that Player's location on the Map.
Related rules: Character Selection, Portrait.
SECTION_ID: PORTRAIT
Each Player has one Portrait associated with their Character.
A Portrait is the physical game piece used to represent a Player on the Map.
A Player's Portrait occupies one Room at a time.
A Player's current Room is the Room occupied by that Player's Portrait.
Movement changes the Room occupied by the Player's Portrait.
Effects that refer to a Player's location, Room, adjacent Room, or Map position use that Player's Portrait unless a rule specifically states otherwise.
A Portrait is not Loot.
A Portrait is not Equipped.
A Portrait does not occupy a slot on the Patron Mat.
Related rules: Starting Room Placement, Move Action.
SECTION_ID: PATRON_MAT
Each Player uses one Patron Mat.
The Patron Mat is the primary location used to organize the Player's game state.
A Patron Mat also identifies the Player's Patron.
Related rules: Patron Selection, Equipment Slots.
SECTION_ID: PATRON_BONUS
Each Patron provides a Patron Bonus.
Patron Bonuses become active during Setup.
Patron Bonuses remain active unless a rule specifically states otherwise.
Related rules: Starting Attribute Setup.
SECTION_ID: STATS
Characters possess Stats.
Stats modify Checks and other game effects as defined elsewhere.
If a Character Card does not display a Stat, that Stat is treated as +0 unless a rule specifically states otherwise.
Related rules: Stat Checks, Calculate Stat.
SECTION_ID: CALCULATE_STAT
A Player's current Stat is calculated from that Player's printed Stat and all applicable Stat modifiers.
The printed Stat is the Stat value displayed on the Character Card.
If a Character Card does not display a Stat, that printed Stat is treated as +0 unless a rule specifically states otherwise.
current Stat = printed Stat + applicable Stat bonuses - applicable Stat penalties
A source modifies a Stat only if that source or another rule specifically states that it modifies that Stat.
Equipped Armor provides its printed Stat bonuses unless the Armor Card specifically states otherwise.
Equipped Weapons provide printed Stat bonuses only if the Weapon Card or another rule specifically states that they do.
Stored Loot does not provide Stat bonuses unless that Loot or another rule specifically states that it provides Stat bonuses while stored.
A Stat modifier applies only while its source is active.
When a Stat modifier source is equipped, stored, discarded, used, taken, stolen, removed, covered, flipped face down, or otherwise made active or inactive, recalculate any affected current Stat immediately.
When a Check, Damage calculation, or other game effect uses a Stat, use the Player's current value for that Stat unless a rule specifically states otherwise.
If a Stat changes during a Check or Damage calculation, use the Stat value that is current at the time that Check or Damage calculation is resolved.
Changing Vitality during play does not change Health Cap, Starting Defense, or current Defense unless a rule specifically states otherwise.
Related rules: Loot and Stat Bonuses, Final Result.
SECTION_ID: ATTRIBUTES
Players possess Attributes.
Attributes may increase or decrease during play.
SECTION_ID: STARTING_ATTRIBUTES
Starting Attributes are Attribute values displayed on a Character Card.
Starting Attributes are used during Setup to establish a Player's initial game state.
Vitality has already been incorporated into Health Cap and Starting Defense.
A Player does not add Vitality to Health Cap or Starting Defense during play unless a rule specifically states otherwise.
SECTION_ID: HEALTH
Health represents a Player's remaining survivability.
A Player tracks their current Health using a Health Marker.
During Setup, a Player's current Health is initially set equal to their Health Cap before applying Setup effects.
Setup effects may increase or decrease a Player's current Health and/or Health Cap as instructed.
A Player's Health may not exceed their Health Cap unless a rule specifically states otherwise.
If a Player's Health reaches zero or lower, Death is triggered immediately.
Related rules: Death Trigger, Heal vs Gain.
SECTION_ID: HEALTH_CAP
Health Cap is indicated on the Character Card.
Vitality has already been incorporated into the Character's Health Cap and is not added to Health Cap during play unless a rule specifically states otherwise.
Game effects may increase or decrease a Player's Health Cap.
SECTION_ID: DEFENSE
Defense is a Target Number used by Attacks and other game effects that specifically use Defense.
Using Defense as a Target Number does not make a Check an Attack Check, Attack, Combat Action, or Combat Encounter unless the rule creating that effect specifically says so.
Starting Defense is indicated on the Character Card.
Vitality has already been incorporated into Starting Defense and is not added to Defense during play unless a rule specifically states otherwise.
Defense may be affected by Defense sources associated with the Player.
Defense sources may include the Character Card, Patron Mat, Loot, Statuses, and other game effects.
A Defense source only modifies Defense if that source or another rule specifically states that it does.
A Player does not track a separate Defense change during Setup unless a rule specifically instructs them to.
The detailed Defense calculation is defined in 06_COMBAT_ENCOUNTER.
Related rules: Target Number, Calculate Defense.
SECTION_ID: KAOS
Starting Kaos is indicated on the Character Card.
During Setup, a Player's current Kaos is initially set equal to their Starting Kaos before applying Setup effects.
Setup effects may increase or decrease a Player's current Kaos as instructed.
A Player tracks Kaos using a Kaos Marker.
Kaos may be gained and spent throughout the game.
A Player's Kaos has no maximum value unless a rule specifically states otherwise.
Related rules: Kaos.
SECTION_ID: ARMOR_SLOTS
Each Patron Mat contains five Armor Slots.
Each Armor Slot may contain one Armor Card or one Plot Armor Card.
Only Armor Cards and Plot Armor may occupy Armor Slots.
An Armor Card or Plot Armor occupying an Armor Slot is Equipped.
Related rules: Armor Slots, Plot Armor.
SECTION_ID: WEAPON_SLOTS
Each Patron Mat contains two Weapon Slots.
Each Weapon Slot may contain one Weapon Card.
One Weapon Slot is designated for Melee Weapons.
One Weapon Slot is designated for Ranged Weapons.
Only Weapon Cards may occupy Weapon Slots.
A Weapon occupying a Weapon Slot is Equipped.
Related rules: Weapon Slots.
SECTION_ID: BACKPACK
Each Patron Mat contains BACKPACK_SLOT_COUNT Backpack Slots.
Any type of Loot may be stored in the Backpack unless a rule specifically states otherwise.
Each Backpack Slot may contain one Loot Card.
Loot stored in the Backpack is not Equipped unless a rule specifically states otherwise.
Related rules: Backpack Slots.
SECTION_ID: EQUIPPED_LOOT
Loot is Equipped when it occupies the appropriate slot on a Patron Mat.
Equipped Loot provides its game effects unless the Loot Card or another rule specifically states otherwise.
Stored Loot does not provide its game effects unless a rule specifically states otherwise.
Related rules: Equipped Loot, Stored Loot.
SECTION_ID: MYSTIC_DAGGER
Every Player has access to the Mystic Dagger.
The Mystic Dagger is not Loot.
The Mystic Dagger is not Equipped.
The Mystic Dagger does not occupy a Weapon Slot.
The Mystic Dagger may be used by rules that specifically reference the Mystic Dagger or Mystic Dagger Damage.
Mystic Dagger Damage is a Damage value available to every Player.
If a rule instructs a Player to apply Mystic Dagger Damage without specifying Melee or Ranged, that Player chooses Melee Mystic Dagger Damage or Ranged Mystic Dagger Damage when the Damage is applied.
Melee Mystic Dagger Damage equals MYSTIC_DAGGER_BASE_DAMAGE plus current Brawn.
Ranged Mystic Dagger Damage equals MYSTIC_DAGGER_BASE_DAMAGE plus current Quickness.
Mystic Dagger Damage may not be reduced below 1.
Applying Mystic Dagger Damage does not create an Attack, Combat Action, Attack Check, or Combat Encounter unless the rule applying it specifically states otherwise.
The detailed Combat rules for using the Mystic Dagger during a Combat Encounter are defined in 06_COMBAT_ENCOUNTER.
Melee Mystic Dagger Damage = MYSTIC_DAGGER_BASE_DAMAGE + current Brawn
Ranged Mystic Dagger Damage = MYSTIC_DAGGER_BASE_DAMAGE + current Quickness
Related rules: Mystic Dagger in Combat, Damage Calculation.
SECTION_ID: PLOT_ARMOR
Plot Armor is a special starting Loot Card associated with a Player during Setup.
Plot Armor occupies one Armor Slot.
Plot Armor is Equipped while occupying an Armor Slot.
The detailed rules for Plot Armor are defined in 08_LOOT_AND_INVENTORY.
Related rules: Plot Armor, Plot Armor Setup.
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.