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Core Concepts

Core Concepts defines the universal mechanical rules used throughout Viva La Dungeon, including dice, Checks, Target Numbers, Critical Success, Critical Failure, Kaos, Reroll Tokens, status modifiers, healing, gaining, Event Rewards, adjacency, and core timing.

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

Source metadata

File ID

01_CORE_CONCEPTS

File name

Viva La Dungeon Core Concepts

Version

1.3

Status

Active

Canonical definition

The Core Concepts document is the official rules source for universal mechanical rules used throughout the Viva La Dungeon board game unless another active rules document explicitly overrides a specific rule.

Purpose

Defines the universal mechanical rules used throughout Viva La Dungeon.

Authoritative for

  • Checks
  • Target Numbers
  • Critical Success
  • Critical Failure
  • Kaos
  • Damage
  • Reroll Tokens
  • Status Modifiers
  • Healing and Gain Rules
  • Core Timing Rules
  • Event Rewards

Notes

Rules defined in this document apply globally unless explicitly overridden by a later system document.

SECTION_ID: VARIABLES

Variable

Rule

When this document references a Variable by name, use the value listed in this section unless another rule specifically states otherwise.

Variable Value
CRITICAL_SUCCESS_REWARD 1 Kaos
CRITICAL_FAILURE_REWARD 1 Reroll Token
CURRENT_EVENT_REWARD The rewarded Player may draw 1 Common Magic.

SECTION_ID: DICE

Dice

Rule

Viva La Dungeon uses the following dice:

  • d4
  • d6
  • d8
  • d10
  • d20

Rule

The d20 is used for Checks.

Rule

The d4, d6, d8, and d10 are primarily used for damage, rewards, penalties, and special effects.

SECTION_ID: CHECKS

Checks

Rule

A Check is a d20 roll made to determine success or failure.

Formula

d20 + applicable modifier

Success condition

Final Result >= Target Number

Rule

A Check succeeds if the Final Result is equal to or greater than the Target Number.

Rule

A Check fails if the Final Result is lower than the Target Number.

SECTION_ID: FINAL_RESULT

Final Result

Definition

The Final Result is the value of a Check after all allowed rerolls, modifiers, and Kaos spending have been resolved.

Formula

d20 roll
+ applicable Stat modifier
+ Kaos spent
+ other applicable modifiers

Rule

Only the Final Result determines whether a Check succeeds or fails unless a rule specifically states otherwise.

SECTION_ID: TARGET_NUMBER

Target Number

Abbreviation

TN

Rule

A Target Number is the number a Check must meet or exceed to succeed.

Examples

  • Perception Check vs Target Number
  • Check vs a component's printed Target Number
  • Check vs Defense

SECTION_ID: STAT_CHECKS

Stat Checks

Rule

A Stat Check is a Check using one specific Stat.

Formula

d20 + specified Stat

Example

A Brawn Check uses d20 + Brawn.

SECTION_ID: PERCEPTION_CHECKS

Perception Checks

Rule

A Perception Check is a Check using Intellect or Charm.

Formula

d20 + Intellect
OR
d20 + Charm

Rule

When making a Perception Check, the Player uses whichever of their Intellect or Charm modifiers is higher.

Rule

If the Player has neither Intellect nor Charm, use +0.

SECTION_ID: CONTESTED_CHECKS

Contested Checks

Rule

A Contested Check is a Check made by two or more Players against each other.

Rule

Each involved Player rolls the specified Check.

Success condition

Highest Final Result succeeds.

Tie rule

The initiating Player wins ties.

Rule

Kaos may not be spent on Contested Checks.

Rule

Natural 1s and natural 20s do not automatically fail or succeed on Contested Checks.

Rule

Natural 1s and natural 20s still trigger Critical Failure and Critical Success rewards unless rerolled or otherwise prevented.

SECTION_ID: CRITICAL_SUCCESS

Critical Success

Rule

A natural 20 on a d20 is a Critical Success.

Rule

On a non-contested Check, a Critical Success automatically succeeds.

Rule

When a Player rolls a Critical Success on a Stat Check, Perception Check, or Attack Check, they gain CRITICAL_SUCCESS_REWARD.

Variable value

CRITICAL_SUCCESS_REWARD: 1 Kaos

Rule

If the Player rerolls the natural 20, they do not gain the Critical Success reward unless the new roll is also a natural 20.

SECTION_ID: CRITICAL_FAILURE

Critical Failure

Rule

A natural 1 on a d20 is a Critical Failure.

Rule

When a Player rolls a Critical Failure on a Stat Check, Perception Check, or Attack Check, they gain CRITICAL_FAILURE_REWARD.

Variable value

CRITICAL_FAILURE_REWARD: 1 Reroll Token

Rule

If the Player rerolls the natural 1, they do not gain CRITICAL_FAILURE_REWARD unless the new roll is also a natural 1.

Rule

If a Player spends Kaos to increase a natural 1, they forfeit the Critical Failure reward.

SECTION_ID: KAOS

Kaos

Rule

Kaos is a Player resource.

Rule

Kaos may be spent after a d20 Check is rolled.

Rule

Kaos adds +1 to the Final Result for each Kaos spent.

Rule

A Player may spend any amount of Kaos on an eligible d20 Check.

Rule

Kaos may only be spent on d20 Checks.

Rule

Kaos may not be spent on Contested Checks.

Rule

Kaos is not capped.

Rule

Kaos may be spent to increase a natural 1.

Rule

If Kaos is spent to increase a natural 1, the Player forfeits the Reroll Token reward from that natural 1.

SECTION_ID: DAMAGE

Damage

Rule

Damage reduces Health.

Rule

Damage may be dealt by Players, Loot, Dungeon Bombs, Random Encounters, Cube Room End Effects, Statuses, or other game effects.

Rule

The Damage Dealer is the Player, card, rule, or game effect credited with dealing Damage.

Rule

The Player who rolls Damage dice is not automatically the Damage Dealer.

Rule

When a non-Combat effect deals Damage to a Player and requires a Damage roll, the Player to the damaged Player's left rolls that Damage unless the effect specifically states otherwise.

SECTION_ID: REPEATING_TURN_ACTIONS

Repeating Turn Actions

Rule

A Player may spend 1 Kaos to take the same Turn Action more than once during the same Turn.

Rule

This rule applies only during a Player's Turn.

Related rules: Actions.

SECTION_ID: REROLL_TOKENS

Reroll Tokens

Rule

If a Player would gain a Reroll Token and no Reroll Tokens are available, that Player does not gain a Reroll Token.

Rule

A Player may spend 1 Reroll Token after they roll dice and before the result is resolved.

Rule

Spending a Reroll Token allows the Player to reroll all dice rolled for that roll.

Rule

The Player must keep the new result.

Rule

A Player may spend only 1 Reroll Token per roll.

Rule

If a roll includes multiple dice, reroll all dice included in that roll.

Rule

Kaos may be spent only after all rerolls for that Check are complete.

Rule

If a Player rerolls a Critical Success or Critical Failure, the original critical result does not grant its reward.

SECTION_ID: GOBLIN_BALLS_ON_YA

Goblin Balls On Ya

Rule

Goblin Balls On Ya modifies a d20 Check.

Effect

Roll 2d20 and use the higher result.

Rule

If the Player spends a Reroll Token on a Check affected by Goblin Balls On Ya, reroll both d20s.

Rule

A Player cannot have more than one Goblin Balls On Ya effect at a time.

Rule

If a Player who already has Goblin Balls On Ya gains another Goblin Balls On Ya effect, ignore the new effect.

Rule

Goblin Balls On Ya may apply to Contested Checks.

SECTION_ID: DUNGEON_HAUNTED

Dungeon Haunted

Rule

Dungeon Haunted modifies a d20 Check.

Effect

Roll 2d20 and use the lower result.

Rule

If the Player spends a Reroll Token on a Check affected by Dungeon Haunted, reroll both d20s.

Rule

A Player cannot have more than one Dungeon Haunted effect at a time.

Rule

If a Player who already has Dungeon Haunted gains another Dungeon Haunted effect, ignore the new effect.

Rule

Dungeon Haunted may apply to Contested Checks.

SECTION_ID: GOBLIN_BALLS_AND_DUNGEON_HAUNTED

Goblin Balls On Ya and Dungeon Haunted Interaction

Rule

If a Player has both Goblin Balls On Ya and Dungeon Haunted, the two effects cancel each other.

Rule

When these effects cancel each other, remove both effects before rolling.

SECTION_ID: HEAL_VS_GAIN

Heal vs Gain

Rule

If a Player heals Health, they restore lost Health up to their Health Cap.

Rule

Healing cannot increase Health above the Player's Health Cap.

Rule

If a Player gains Health, they increase their current Health by the specified amount.

Rule

Gaining Health may increase Health above the Player's Health Cap.

Related rules: Player Structure.

SECTION_ID: EVENT_REWARD

Event Reward

Rule

The possibility to earn an Event Reward is displayed on the card through an Event Reward Indicator.

Rule

When a Player resolves an Event Reward, that Player resolves CURRENT_EVENT_REWARD.

Variable value

CURRENT_EVENT_REWARD: The rewarded Player may draw 1 Common Magic.

Rule

The card, rule, or game effect that grants the Event Reward determines which Player receives it and when it is resolved.

Rule

If an Event Reward is tied to the success of a Check, resolve the Event Reward only after the Check succeeds.

Rule

If the Check fails, the Event Reward is not resolved.

Rule

If the Check is rerolled, use the final resolved Check result to determine whether the Event Reward is granted.

SECTION_ID: ADJACENCY

Adjacency

Rule

Two Rooms are adjacent only if they are connected by a direct Connection.

Rule

Viva La Dungeon does not use distance, measurement, or line of sight.

Rule

Only Room connectivity matters.

SECTION_ID: CORE_TIMING_PRINCIPLE

Core Timing Principle

Rule

If multiple effects need to resolve at the same time, resolve the active Player's effects first unless a specific rule states otherwise.

Rule

If timing is unclear, resolve effects in the order that creates the fewest additional unresolved effects.

Official attribution

This reference is designed to define rules precisely. It is not a step-by-step learn-to-play guide and does not replace the official game components. These rules define the core systems but do not include the full commercial game contents, cards, art, components, or final product materials.

Official rules for Viva La Dungeon, a tabletop dungeon-battle-royale board game created by The Lich, featuring art by Greedmaw Coffin, and published by Zontco. Viva La Dungeon is a Zontco product.

© 2026 Zontco. All rights reserved. Please credit: Viva La Dungeon Board Game Rules Reference v1.0. Created by The Lich. Art by Greedmaw Coffin. Published by Zontco.

Preferred citation

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