File ID
02_GAME_STRUCTURE
The Game Structure rules define the structure and flow of a game of Viva La Dungeon, including Game Flow, Turn Order, Rounds, Turn Sequence, Active Player, Dungeon Bomb timing, Combat Encounter timing, Death interruption, Victory Checks, and Game End conditions.
Game Structure is authoritative for when major Viva La Dungeon game systems occur. It defines the overall order of play, turn timing, end-of-turn resolution, Dungeon Bomb timing, Combat Encounter interruption, Death interruption, Victory Checks, and Game End conditions.
This document defines when game systems occur, but does not define the detailed rules of those systems. System-specific procedures are defined in their respective rules files.
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 |
|---|---|
TURN_ACTION_REFUND |
1 Kaos |
Related rules: End of Turn Process, Actions, Kaos.
SECTION_ID: GAME_OBJECTIVE
The objective of Viva La Dungeon is to achieve Victory.
The default Victory condition is to be the final surviving Player.
When only one Player remains alive, Victory occurs immediately unless another rule specifies otherwise.
Related rules: Victory Checks, Game End, Death and Victory.
SECTION_ID: GAME_FLOW
A game of Viva La Dungeon follows this sequence:
Turn Order is determined during Setup.
Related rules: Setup, Turn Order, Death, Victory Checks, Game End.
SECTION_ID: TURN_ORDER
Turn Order determines the sequence in which Players take Turns.
Turn Order is established during Setup.
After Turn Order is established, it remains unchanged unless a rule specifically states otherwise.
When the final surviving Player in Turn Order completes their Turn, play returns to the first Player in Turn Order.
Related rules: Determine Turn Order, Round, Player Turn.
SECTION_ID: ROUND
A Round is completed when every surviving Player has completed one Turn.
Rounds are used only for reference and tracking purposes.
Game effects do not inherently trigger from the beginning or end of a Round unless a rule specifically states otherwise.
Related rules: Turn Order, Player Turn, Ontology.
SECTION_ID: PLAYER_TURN
A Turn is a Player's opportunity to perform actions and resolve game effects.
Each surviving Player takes one Turn when their position in Turn Order is reached.
A Player's Turn follows the Turn Sequence.
Related rules: Turn Sequence, Active Player, Actions.
SECTION_ID: TURN_SEQUENCE
A Player resolves the following sequence during their Turn:
A Player may voluntarily end their Turn before using all available Turn Actions.
Unused Turn Actions are resolved during the End of Turn Process.
Related rules: Actions, End of Turn Process, Repeating Turn Actions.
SECTION_ID: ACTIVE_PLAYER
The Player currently taking a Turn.
Whenever a rule refers to "the Active Player," it refers to the Player whose Turn is currently being resolved.
Related rules: Player Turn, Turn Sequence, Player Structure.
SECTION_ID: END_OF_TURN_PROCESS
The End of Turn Process begins when the Active Player declares their Turn is over.
Once the End of Turn Process begins, the Active Player may not take additional Turn Actions unless a rule specifically states otherwise.
TURN_ACTION_REFUND for each unspent Turn Action.
Variable value: TURN_ACTION_REFUND = 1 Kaos. Related rules: Dungeon Bomb Step, Dungeon Bombs, Death and Victory, Victory Checks.
SECTION_ID: DUNGEON_BOMB_STEP
The Dungeon Bomb Step occurs during the End of Turn Process.
Only a surviving Active Player may resolve the Dungeon Bomb Step.
Related rules: Dungeon Bombs, End of Turn Process, Death and Victory, Victory Checks.
SECTION_ID: COMBAT_ENCOUNTERS
Certain game effects may initiate a Combat Encounter.
A Combat Encounter temporarily interrupts normal gameplay.
Combat Encounters are resolved completely before normal gameplay resumes.
When a Combat Encounter ends, play resumes from the point at which it was interrupted.
If Death occurs during a Combat Encounter, resolve the Death Process immediately before the Combat Encounter continues or ends.
Related rules: Combat Encounter, Actions, Death and Victory.
SECTION_ID: DEATH
Death interrupts normal gameplay immediately when triggered.
The Death Process must be fully resolved before gameplay continues.
The Death Process is defined in Death and Victory.
Related rules: Death and Victory, Combat Encounters, Victory Checks.
SECTION_ID: VICTORY_CHECKS
Whenever a Death Process is completed, check whether only one surviving Player remains.
If only one surviving Player remains, Victory occurs immediately.
Related rules: Game Objective, Game End, Death and Victory.
SECTION_ID: GAME_END
The game ends immediately when Victory occurs.
The surviving Player is declared the winner of Viva La Dungeon.
Related rules: Game Objective, Victory Checks, Death and Victory.
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.