File ID
10_RANDOM_ENCOUNTERS
The Viva La Dungeon Random Encounters rules define Random Encounters, Random Encounter drawing and resolution, Encountering Players, Encounter Completion Options, Check Options, Non-Check Options, Encounter Penalties, Random Encounter discard behavior, and Random Encounter interactions with Loot, Death, Dungeon Bombs, and Victory.
A Random Encounter is a card-based mini-game that interrupts the current process and must be resolved before that process continues. This page is authoritative for the general Random Encounter procedure unless a specific Random Encounter card modifies these rules through its card text.
Future card-specific Random Encounter documentation.
This document defines the general procedure for resolving Random Encounter cards.
Specific Random Encounter cards may modify these rules through their card text.
Random Encounters are mini-games that interrupt the current process until the Random Encounter has been fully resolved.
SECTION_ID: RANDOM_ENCOUNTER_AUTHORITY_BOUNDARY
This document defines Random Encounter behavior during play.
Random Encounter deck setup is defined in 03_SETUP.
Random Encounters may be drawn by failed Move Actions as defined in 05_ACTIONS.
Random Encounters may be drawn by Flee as defined in 06_COMBAT_ENCOUNTER.
Random Encounters may be drawn or resolved by Dungeon Bombs as defined in 07_DUNGEON_BOMBS.
If a Random Encounter causes a Player to draw, gain, take, discard, equip, store, use, or otherwise manage Loot, resolve that Loot procedure according to 08_LOOT_AND_INVENTORY.
If a Random Encounter causes Death, resolve the Death Process according to 09_DEATH_AND_VICTORY.
If a Random Encounter initiates a Combat Encounter, resolve that Combat Encounter according to 06_COMBAT_ENCOUNTER.
If Random Encounter card text conflicts with a general rule in this document, the Random Encounter card text applies to that card unless another rule specifically states otherwise.
References: Random Encounter Setup, Move Action, Flee, Dungeon Bombs and Random Encounters, Loot Management Window, Death Process, Combat Encounter.
SECTION_ID: RANDOM_ENCOUNTER_DECK_DURING_PLAY
The Random Encounter Deck is the face-down deck used when a rule instructs a Player to draw a Random Encounter.
Random Encounter cards are drawn from the top of the Random Encounter Deck.
The Random Encounter Deck is public as a deck, but the cards in the deck are hidden until drawn.
If a Player must draw a Random Encounter and the Random Encounter Deck is empty, shuffle the Random Encounter discard pile to create a new face-down Random Encounter Deck.
If both the Random Encounter Deck and Random Encounter discard pile are empty, no Random Encounter is drawn.
SECTION_ID: RANDOM_ENCOUNTER_DISCARD_PILE
Resolved Random Encounter cards are placed in the Random Encounter discard pile unless a rule specifically states otherwise.
The Random Encounter discard pile is public information.
Players may inspect the Random Encounter discard pile at any time unless a rule specifically states otherwise.
SECTION_ID: ENCOUNTERING_PLAYER
The Encountering Player is the Player resolving a Random Encounter.
If a Random Encounter is drawn because a Player failed a Move Action, that Player is the Encountering Player.
If a Random Encounter is drawn because a Player used Flee, that Player is the Encountering Player.
If a Random Encounter is drawn because of a Dungeon Bomb, the Random Encounter effect or Dungeon Bomb effect identifies the Encountering Player.
If a Random Encounter is drawn because of a Dungeon Bomb and no Encountering Player is specifically identified, the Active Player resolving the Dungeon Bomb Step is the Encountering Player.
If a Random Encounter is drawn by another rule or effect, that rule or effect identifies the Encountering Player.
If a Random Encounter affects all Players, each affected Player resolves the card as instructed by the Random Encounter.
If a Random Encounter refers to “you,” it refers to the Encountering Player unless the card specifically states otherwise.
References: Move Action, Flee, Dungeon Bombs and Random Encounters.
SECTION_ID: RANDOM_ENCOUNTER
A Random Encounter is a card-based mini-game that interrupts the current process and must be resolved before that process continues.
A Random Encounter begins when a Random Encounter card is drawn and revealed.
A Random Encounter must be fully resolved before the interrupted process continues unless a rule specifically states otherwise.
A Random Encounter may include one or more Encounter Completion Options.
A Random Encounter includes a Penalty unless the card specifically states otherwise.
Resolving a Random Encounter does not spend a Turn Action unless a rule specifically states otherwise.
Resolving a Random Encounter is not a Combat Encounter unless the Random Encounter specifically initiates a Combat Encounter.
Reference: Combat Encounters.
SECTION_ID: ENCOUNTER_COMPLETION_OPTIONS
An Encounter Completion Option is a choice printed on a Random Encounter that the Encountering Player may choose to resolve that Random Encounter.
Each Random Encounter includes one or more Encounter Completion Options.
Encounter Completion Options may include:
Most Random Encounters include two Check Options.
When a Random Encounter includes two Check Options, one Check Option is typically easier and one Check Option is typically harder.
A Random Encounter may include a Non-Check Option, such as discarding Loot, paying Kaos, or resolving another instruction to avoid or complete the Encounter.
The Encountering Player must choose one available Encounter Completion Option before rolling dice, spending resources, discarding Loot, using Loot, or taking any other action to resolve the Encounter unless the card specifically states otherwise.
Once the Encountering Player chooses an Encounter Completion Option, that Player must resolve the chosen option.
The Encountering Player may not switch to a different Encounter Completion Option after rolling dice or beginning to resolve the chosen option unless a rule specifically states otherwise.
SECTION_ID: CHECK_COMPLETION_OPTIONS
A Check Completion Option is an Encounter Completion Option that requires the Encountering Player to make a Check against a Target Number.
A Check Completion Option identifies the type of Check and the Target Number.
The Encountering Player chooses the Check Completion Option before rolling.
The Check is resolved according to 01_CORE_CONCEPTS.
If the Check succeeds, the Encountering Player succeeds at the Random Encounter.
If the Check fails, the Encountering Player fails the Random Encounter and resolves the Encounter Penalty.
If the Check Completion Option grants an Event Reward, resolve the Event Reward if the Check succeeds.
References: Checks, Target Number, Event Reward.
SECTION_ID: NON_CHECK_COMPLETION_OPTIONS
A Non-Check Completion Option is an Encounter Completion Option that resolves without making a Check.
A Non-Check Completion Option may require the Encountering Player to discard Loot, spend Kaos, lose Health, accept a Status, move, or resolve another card-specific instruction.
The Encountering Player chooses the Non-Check Completion Option before paying costs, discarding Loot, moving game pieces, or resolving any part of that option.
A Player may choose a Non-Check Completion Option only if they can fulfill that option's requirements.
If the Encountering Player fully resolves the Non-Check Completion Option, the Encountering Player succeeds at the Random Encounter unless the card specifically states otherwise.
If the Non-Check Completion Option grants an Event Reward, resolve the Event Reward if the Non-Check Completion Option succeeds.
References: Discarding Loot, Kaos, Health, Event Reward.
SECTION_ID: RANDOM_ENCOUNTER_EVENT_REWARD
A Random Encounter may grant an Event Reward through a Check Completion Option, Non-Check Completion Option, or other card-specific instruction.
If a successful Encounter Completion Option grants an Event Reward, resolve the Event Reward before discarding the Random Encounter.
If the Encounter Completion Option fails, the Event Reward is not resolved unless the card specifically states otherwise.
Event Rewards are resolved according to 01_CORE_CONCEPTS.
If the current Event Reward causes a Player to draw, gain, take, equip, store, discard, use, or otherwise manage Loot, resolve that Loot procedure according to 08_LOOT_AND_INVENTORY.
References: Event Reward, Loot Management Window.
SECTION_ID: ENCOUNTER_PENALTY
An Encounter Penalty is the negative effect resolved when the Encountering Player fails a Random Encounter.
Each Random Encounter includes a Penalty unless the card specifically states otherwise.
If the Encountering Player fails the chosen Encounter Completion Option, resolve the Encounter Penalty.
Encounter Penalties may include:
If an Encounter Penalty instructs the Player to roll a damage die, roll the indicated die and apply that much Damage.
If an Encounter Penalty directly reduces Health, reduce the Player's Health by the stated amount.
If an Encounter Penalty reduces Kaos, reduce that Player's Kaos by the stated amount.
If a Player does not have enough Kaos to lose the full amount, reduce that Player's Kaos to 0 unless the card specifically states otherwise.
If an Encounter Penalty cannot be fully resolved, resolve as much of the Penalty as possible.
If an Encounter Penalty causes Death, resolve the Death Process according to 09_DEATH_AND_VICTORY.
References: Death Process, Combat Encounter, Discarding Loot.
SECTION_ID: RANDOM_ENCOUNTER_SUCCESS
A Random Encounter succeeds when the Encountering Player successfully resolves the chosen Encounter Completion Option.
Success always includes discarding the Random Encounter unless the card specifically states otherwise.
After the Random Encounter is discarded, the Random Encounter is complete.
After the Random Encounter is complete, resume the interrupted process unless a rule specifically states otherwise.
SECTION_ID: RANDOM_ENCOUNTER_FAILURE
A Random Encounter fails when the Encountering Player fails the chosen Encounter Completion Option.
When a Random Encounter fails, resolve the Encounter Penalty.
After the Encounter Penalty is resolved, discard the Random Encounter unless the card specifically states otherwise.
After the Random Encounter is discarded, the Random Encounter is complete.
After the Random Encounter is complete, resume the interrupted process unless Death, Victory, a Combat Encounter, or another interruption changes the game state.
SECTION_ID: DRAWING_AND_RESOLVING_RANDOM_ENCOUNTERS
If a Random Encounter has multiple instructions, resolve those instructions in the order printed on the card unless a rule specifically states otherwise.
If a Random Encounter cannot be fully resolved, resolve as much of the card as possible.
If a Random Encounter creates another interruption, fully resolve that interruption before continuing the Random Encounter.
References: Death Process, Victory Check.
SECTION_ID: RANDOM_ENCOUNTERS_AND_LOOT
If a Random Encounter causes a Player to draw Loot, resolve that draw according to 08_LOOT_AND_INVENTORY.
If a Random Encounter causes a Player to gain, take, discard, equip, store, use, or otherwise manage Loot, resolve that Loot procedure according to 08_LOOT_AND_INVENTORY unless the Random Encounter card specifically states otherwise.
If a Random Encounter requires a Player to discard Loot as part of a Non-Check Completion Option, the Player must choose eligible Loot they currently possess.
A Player may not choose a Non-Check Completion Option that requires discarding Loot unless they have eligible Loot to discard.
Loot discarded to resolve a Random Encounter is placed in its matching discard pile unless a rule specifically states otherwise.
References: Drawing Loot, Loot Management Window.
SECTION_ID: RANDOM_ENCOUNTERS_AND_DEATH
If a Random Encounter causes Death, pause the Random Encounter and resolve the Death Process according to 09_DEATH_AND_VICTORY.
Death caused by a Random Encounter does not create a Loot Opportunity unless a rule specifically states otherwise.
After the Death Process and any Victory Check are complete, resume the Random Encounter only if it still has unresolved instructions that can be resolved.
If the Encountering Player is removed from the game during the Random Encounter, the Random Encounter ends after any required Death Process and Victory Check unless a rule specifically states otherwise.
If the game ends because of Victory, do not resolve any further Random Encounter instructions unless a rule specifically states otherwise.
References: Death Process, Death Sources That Do Not Create Loot Opportunities, Victory Check.
SECTION_ID: RANDOM_ENCOUNTERS_AND_COMBAT
A Random Encounter is not a Combat Encounter unless the Random Encounter specifically initiates a Combat Encounter.
If a Random Encounter initiates a Combat Encounter, resolve that Combat Encounter according to 06_COMBAT_ENCOUNTER.
The Random Encounter that initiated the Combat Encounter remains in the interrupted resolution area until the Combat Encounter and any resulting Death Processes are complete.
After the Combat Encounter is complete, resume and complete the Random Encounter unless the game has ended or the card specifically states otherwise.
References: Combat Encounter, End of Combat, Death During Combat.
SECTION_ID: RANDOM_ENCOUNTERS_AND_DUNGEON_BOMBS
If a Dungeon Bomb causes a Random Encounter to be drawn, pause the Dungeon Bomb resolution and resolve the Random Encounter.
After the Random Encounter is complete, resume the Dungeon Bomb resolution unless the game has ended or a rule specifically states otherwise.
If a Random Encounter causes Death during Dungeon Bomb resolution, resolve Death according to 09_DEATH_AND_VICTORY.
If Victory occurs during the Random Encounter, the game ends immediately.
References: Drawing and Resolving Dungeon Bombs, Dungeon Bombs and Random Encounters, Death Process.
SECTION_ID: RANDOM_ENCOUNTER_SUMMARY
| Rule Concept | Summary |
|---|---|
| Random Encounter | A Random Encounter is a card-based mini-game that interrupts the current process until resolved. |
| Encountering Player | The Encountering Player is the Player resolving the Random Encounter. |
| Completion Options | Each Random Encounter includes one or more Encounter Completion Options. |
| Option Selection | The Encountering Player chooses one available Encounter Completion Option before rolling dice or resolving that option. |
| Check Option | A Check Completion Option requires the Encountering Player to make the listed Check against the listed Target Number. |
| Non-Check Option | A Non-Check Completion Option resolves without a Check and may require discarding Loot, spending Kaos, losing Health, moving, gaining a Status, or resolving another card-specific instruction. |
| Success | Success always includes discarding the Random Encounter unless the card specifically states otherwise. |
| Reward | If a Player succeeds on a Check featuring an Event Reward Indicator, that Player gains the Event Reward according to 01_CORE_CONCEPTS. |
| Failure | Failure causes the Encountering Player to resolve the Encounter Penalty. |
| Penalty | Encounter Penalties may cause Damage, Health loss, Kaos loss, Loot discard, forced movement, Status gain, Combat Encounter initiation, or another card-specific effect. |
| Death | Death caused by a Random Encounter is resolved according to 09_DEATH_AND_VICTORY and does not create a Loot Opportunity unless a rule specifically states otherwise. |
Related rules: Drawing and Resolving Random Encounters, Random Encounters and Death, Random Encounters and Combat, Random Encounters and Dungeon Bombs.
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.