File ID
01_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.
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.
Defines the universal mechanical rules used throughout Viva La Dungeon.
Rules defined in this document apply globally unless explicitly overridden by a later system document.
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 |
|---|---|
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
Viva La Dungeon uses the following dice:
The d20 is used for Checks.
The d4, d6, d8, and d10 are primarily used for damage, rewards, penalties, and special effects.
SECTION_ID: CHECKS
A Check is a d20 roll made to determine success or failure.
d20 + applicable modifier
Final Result >= Target Number
A Check succeeds if the Final Result is equal to or greater than the Target Number.
A Check fails if the Final Result is lower than the Target Number.
SECTION_ID: FINAL_RESULT
The Final Result is the value of a Check after all allowed rerolls, modifiers, and Kaos spending have been resolved.
d20 roll
+ applicable Stat modifier
+ Kaos spent
+ other applicable modifiers
Only the Final Result determines whether a Check succeeds or fails unless a rule specifically states otherwise.
SECTION_ID: TARGET_NUMBER
TN
A Target Number is the number a Check must meet or exceed to succeed.
SECTION_ID: STAT_CHECKS
A Stat Check is a Check using one specific Stat.
d20 + specified Stat
A Brawn Check uses d20 + Brawn.
SECTION_ID: PERCEPTION_CHECKS
A Perception Check is a Check using Intellect or Charm.
d20 + Intellect
OR
d20 + Charm
When making a Perception Check, the Player uses whichever of their Intellect or Charm modifiers is higher.
If the Player has neither Intellect nor Charm, use +0.
SECTION_ID: CONTESTED_CHECKS
A Contested Check is a Check made by two or more Players against each other.
Each involved Player rolls the specified Check.
Highest Final Result succeeds.
The initiating Player wins ties.
Kaos may not be spent on Contested Checks.
Natural 1s and natural 20s do not automatically fail or succeed on Contested Checks.
Natural 1s and natural 20s still trigger Critical Failure and Critical Success rewards unless rerolled or otherwise prevented.
SECTION_ID: CRITICAL_SUCCESS
A natural 20 on a d20 is a Critical Success.
On a non-contested Check, a Critical Success automatically succeeds.
When a Player rolls a Critical Success on a Stat Check, Perception Check, or Attack Check, they gain CRITICAL_SUCCESS_REWARD.
CRITICAL_SUCCESS_REWARD: 1 Kaos
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
A natural 1 on a d20 is a Critical Failure.
When a Player rolls a Critical Failure on a Stat Check, Perception Check, or Attack Check, they gain CRITICAL_FAILURE_REWARD.
CRITICAL_FAILURE_REWARD: 1 Reroll Token
If the Player rerolls the natural 1, they do not gain CRITICAL_FAILURE_REWARD unless the new roll is also a natural 1.
If a Player spends Kaos to increase a natural 1, they forfeit the Critical Failure reward.
SECTION_ID: KAOS
Kaos is a Player resource.
Kaos may be spent after a d20 Check is rolled.
Kaos adds +1 to the Final Result for each Kaos spent.
A Player may spend any amount of Kaos on an eligible d20 Check.
Kaos may only be spent on d20 Checks.
Kaos may not be spent on Contested Checks.
Kaos is not capped.
Kaos may be spent to increase a natural 1.
If Kaos is spent to increase a natural 1, the Player forfeits the Reroll Token reward from that natural 1.
SECTION_ID: DAMAGE
Damage reduces Health.
Damage may be dealt by Players, Loot, Dungeon Bombs, Random Encounters, Cube Room End Effects, Statuses, or other game effects.
The Damage Dealer is the Player, card, rule, or game effect credited with dealing Damage.
The Player who rolls Damage dice is not automatically the Damage Dealer.
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
A Player may spend 1 Kaos to take the same Turn Action more than once during the same Turn.
This rule applies only during a Player's Turn.
Related rules: Actions.
SECTION_ID: REROLL_TOKENS
If a Player would gain a Reroll Token and no Reroll Tokens are available, that Player does not gain a Reroll Token.
A Player may spend 1 Reroll Token after they roll dice and before the result is resolved.
Spending a Reroll Token allows the Player to reroll all dice rolled for that roll.
The Player must keep the new result.
A Player may spend only 1 Reroll Token per roll.
If a roll includes multiple dice, reroll all dice included in that roll.
Kaos may be spent only after all rerolls for that Check are complete.
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 modifies a d20 Check.
Roll 2d20 and use the higher result.
If the Player spends a Reroll Token on a Check affected by Goblin Balls On Ya, reroll both d20s.
A Player cannot have more than one Goblin Balls On Ya effect at a time.
If a Player who already has Goblin Balls On Ya gains another Goblin Balls On Ya effect, ignore the new effect.
Goblin Balls On Ya may apply to Contested Checks.
SECTION_ID: DUNGEON_HAUNTED
Dungeon Haunted modifies a d20 Check.
Roll 2d20 and use the lower result.
If the Player spends a Reroll Token on a Check affected by Dungeon Haunted, reroll both d20s.
A Player cannot have more than one Dungeon Haunted effect at a time.
If a Player who already has Dungeon Haunted gains another Dungeon Haunted effect, ignore the new effect.
Dungeon Haunted may apply to Contested Checks.
SECTION_ID: GOBLIN_BALLS_AND_DUNGEON_HAUNTED
If a Player has both Goblin Balls On Ya and Dungeon Haunted, the two effects cancel each other.
When these effects cancel each other, remove both effects before rolling.
SECTION_ID: HEAL_VS_GAIN
If a Player heals Health, they restore lost Health up to their Health Cap.
Healing cannot increase Health above the Player's Health Cap.
If a Player gains Health, they increase their current Health by the specified amount.
Gaining Health may increase Health above the Player's Health Cap.
Related rules: Player Structure.
SECTION_ID: EVENT_REWARD
The possibility to earn an Event Reward is displayed on the card through an Event Reward Indicator.
When a Player resolves an Event Reward, that Player resolves CURRENT_EVENT_REWARD.
CURRENT_EVENT_REWARD: The rewarded Player may draw 1 Common Magic.
The card, rule, or game effect that grants the Event Reward determines which Player receives it and when it is resolved.
If an Event Reward is tied to the success of a Check, resolve the Event Reward only after the Check succeeds.
If the Check fails, the Event Reward is not resolved.
If the Check is rerolled, use the final resolved Check result to determine whether the Event Reward is granted.
SECTION_ID: ADJACENCY
Two Rooms are adjacent only if they are connected by a direct Connection.
Viva La Dungeon does not use distance, measurement, or line of sight.
Only Room connectivity matters.
SECTION_ID: CORE_TIMING_PRINCIPLE
If multiple effects need to resolve at the same time, resolve the active Player's effects first unless a specific rule states otherwise.
If timing is unclear, resolve effects in the order that creates the fewest additional unresolved effects.
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.