Zontco

Ontology

The Viva La Dungeon Ontology defines the canonical meaning of all terms used throughout the Viva La Dungeon rules system.

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

Source metadata

File ID

00_ONTOLOGY

File name

Viva La Dungeon Ontology

Version

1.4

Status

Active

Canonical definition

This page is the official ontology reference for Viva La Dungeon board game rules terminology. It defines the meaning of rules terms, component terms, and story terms used by the rules library.

Dependencies

No source-file dependencies are listed for this ontology. Other rules documents depend on this page for shared vocabulary and stable term definitions.

Authoritative for

  • Canonical Viva La Dungeon rules terminology
  • Game Mechanic terms
  • Game Component terms
  • Story terms
  • Shared vocabulary used across the Viva La Dungeon Board Game Rules Reference

Term types

Term type

Game Mechanic

Anything non-physical related to the gameplay of Viva La Dungeon.

Term type

Game Component

Anything physical used to play Viva La Dungeon.

Term type

Story

Anything non-physical and non-gameplay related to the fiction, tone, world, or characters of Viva La Dungeon.

Canonical terms

Terms are listed in source order. Each row has a stable HTML ID for direct linking, citation, and rules-reference use.

Term Term type Definition
Game MechanicGame MechanicAnything non-physical related to the gameplay of Viva La Dungeon.
Game ComponentGame MechanicAnything physical used to play Viva La Dungeon.
StoryGame MechanicAnything non-physical and non-gameplay related to the fiction, tone, world, or characters of Viva La Dungeon.
Viva La DungeonStoryThe contest, setting, and game world in which the board game takes place.
DungeonStoryThe dangerous contest environment where Viva La Dungeon takes place.
PlayerGame MechanicThe human participant. For ease of rules resolution, the term "Player" is used interchangeably with "Character" when tracking game states, locations, and attributes.
Play AreaGame MechanicThe table space where the game is set up and played.
Player AreaGame MechanicThe personal play space where a Player keeps their associated game state and components.
CardGame ComponentA physical game component made of printed card stock.
DeckGame ComponentA stack of cards used as a draw source.
Discard PileGame ComponentA pile of cards that have been discarded or resolved.
TokenGame ComponentA physical game component used to mark a location, state, object, or effect.
MarkerGame ComponentA physical game component used to track a changing value.
DieGame ComponentA physical randomizer rolled to produce a numerical result.
DiceGame ComponentMultiple dice used during play.
d4Game ComponentA four-sided die.
d6Game ComponentA six-sided die.
d8Game ComponentAn eight-sided die.
d10Game ComponentA ten-sided die.
d20Game ComponentA twenty-sided die.
Damage DieGame ComponentA die used to determine a Damage amount.
Character CardGame ComponentA physical card representing a playable Character.
CharacterGame MechanicThe in-game entity represented by a Character Card and controlled by a Player. For ease of rules resolution, the term "Character" is used interchangeably with "Player".
PortraitGame ComponentThe physical game piece representing a Player’s location on the Map.
PatronStoryA powerful entity that champions a Player’s Character in Viva La Dungeon.
Patron MatGame ComponentThe physical player board used to organize a Player’s Character, Attributes, Loot, and related game state.
Patron BonusGame MechanicA gameplay benefit associated with a Patron.
ChampionStoryA fictional title for a Character representing a Patron in Viva La Dungeon.
MapGame ComponentThe physical board showing the playable Dungeon layout.
RoomGame MechanicA discrete playable location on the Map.
Room ConnectionGame MechanicA visible pathway linking two Rooms.
Adjacent RoomGame MechanicA Room directly connected to another Room by a Connection.
Starting RoomGame MechanicA Room where a Player may place their Portrait during Setup.
Game StateGame MechanicThe current condition of all game components, values, locations, and active effects during play.
Game EffectGame MechanicAny gameplay instruction or change created by a rule, card, component, or procedure.
Card EffectGame MechanicA Game Effect created by card text.
SetupGame MechanicThe process of preparing all Players, components, decks, tokens, and starting positions before play begins.
Begin PlayGame MechanicThe transition from Setup into the first Turn of the game.
TurnGame MechanicA Player’s opportunity to perform actions and resolve Turn-based effects.
Turn OrderGame MechanicThe sequence in which Players take Turns.
RoundGame MechanicA cycle in which each surviving Player has had one opportunity to take a Turn.
Player TurnGame MechanicThe Turn belonging to a specific Player.
Active PlayerGame MechanicThe Player whose Turn is currently being resolved.
Turn SequenceGame MechanicThe ordered structure of a Player Turn.
Turn ActionGame MechanicAn action that spends part of a Player’s action allowance during their Turn.
Turn Action AllowanceGame MechanicThe number of Turn Actions available to a Player during their Turn.
Free ActionGame MechanicAn action that does not spend a Turn or Combat Turn Action.
Combat ActionGame MechanicAn action taken during a Combat Turn.
End of Turn ProcessGame MechanicThe ordered process resolved after the Active Player declares their Turn is over.
Dungeon Bomb StepGame MechanicThe part of the End of Turn Process in which a Dungeon Bomb card or Cube State Card is drawn or revealed.
Game ObjectiveGame MechanicThe condition Players are trying to achieve to win the game.
Game EndGame MechanicThe point at which play stops because Victory or another ending condition has occurred.
StatGame MechanicA numerical value used to modify Checks and other gameplay effects.
BrawnGame MechanicA Stat representing physical power.
QuicknessGame MechanicA Stat representing speed, precision, and agility.
VitalityGame MechanicA Stat representing toughness and survivability.
CharmGame MechanicA Stat representing social awareness and instinct.
IntellectGame MechanicA Stat representing reasoning and observation.
Printed StatGame MechanicA Stat value printed on a component.
Current StatGame MechanicA Stat value after all applicable modifiers are considered.
Stat ModifierGame MechanicA value that increases or decreases a Stat.
AttributeGame MechanicA numerical value tracked during play.
Starting AttributeGame MechanicAn Attribute value displayed before gameplay changes are applied.
HealthGame MechanicAn Attribute representing how much harm a Player can sustain before Death.
Health CapGame MechanicThe normal maximum value of a Player’s Health.
Starting DefenseGame MechanicThe Defense value a Player begins with before gameplay changes are applied.
DefenseGame MechanicAn Attribute used as a Target Number when a rule instructs a Check to be made against Defense.
Defense SourceGame MechanicA component, effect, or condition that contributes to Defense.
Starting KaosGame MechanicThe Kaos value a Player begins with before gameplay changes are applied.
KaosGame MechanicA Player resource that can influence gameplay.
Health MarkerGame ComponentA physical marker used to track a Player’s current Health.
Kaos MarkerGame ComponentA physical marker used to track a Player’s current Kaos.
CheckGame MechanicA d20 roll made to determine success or failure.
Target NumberGame MechanicThe number a Check must meet or exceed to succeed.
TNGame MechanicAn abbreviation for Target Number.
Final ResultGame MechanicThe value of a Check after all allowed rerolls, modifiers, and other changes have been applied.
Natural 1Game MechanicA d20 roll showing 1 before modification.
Natural 20Game MechanicA d20 roll showing 20 before modification.
Stat CheckGame MechanicA Check using one specific Stat.
Brawn CheckGame MechanicA Stat Check using Brawn.
Quickness CheckGame MechanicA Stat Check using Quickness.
Vitality CheckGame MechanicA Stat Check using Vitality.
Charm CheckGame MechanicA Stat Check using Charm.
Intellect CheckGame MechanicA Stat Check using Intellect.
Perception CheckGame MechanicA Check using awareness and observation.
Contested CheckGame MechanicA Check resolution involving two or more Players rolling against each other.
Critical SuccessGame MechanicA natural 20 rolled on a d20.
Critical FailureGame MechanicA natural 1 rolled on a d20.
RerollGame MechanicA repeated roll replacing a previous roll.
Reroll TokenGame ComponentA physical token associated with the ability to reroll.
Goblin Balls On YaGame MechanicA Check modifier associated with rolling two d20s and using the higher result.
Dungeon HauntedGame MechanicA Check modifier associated with rolling two d20s and using the lower result.
DamageGame MechanicA reduction to Health.
Damage ValueGame MechanicA fixed or calculated number representing Damage.
Damage DealerGame MechanicThe Player, card, rule, or game effect credited with dealing Damage.
HealGame MechanicThe restoration of lost Health.
GainGame MechanicAn increase to a tracked value or resource.
StatusGame MechanicA gameplay condition affecting a Player.
HiddenGame MechanicA gameplay condition representing concealment.
Hidden TokenGame ComponentA physical token used to mark Hidden.
Move ActionGame MechanicA Turn Action associated with moving a Portrait to an adjacent Room.
Open Chest ActionGame MechanicA Turn Action associated with attempting to open a Chest Token.
Hide ActionGame MechanicA Turn Action associated with attempting to gain Hidden.
Seek ActionGame MechanicA Turn Action associated with attempting to reveal a Hidden Player.
Ambush ActionGame MechanicA Turn Action associated with attempting to start Combat through surprise.
Challenge ActionGame MechanicA Turn Action associated with attempting to start Combat directly.
Pickpocket ActionGame MechanicA Turn Action associated with attempting to steal Loot.
Take A Shot ActionGame MechanicA Turn Action associated with attempting to damage a Player in an adjacent Room.
Chest TokenGame ComponentA physical token representing a lootable chest on the Map.
LootGame ComponentAn item card drawn or acquired through gameplay.
Loot TypeGame MechanicA category describing a Loot card.
Loot DeckGame ComponentA deck of Loot cards grouped by Loot Type.
Armor DeckGame ComponentThe Loot Deck containing Armor cards.
Weapon DeckGame ComponentThe Loot Deck containing Weapon cards.
Common Magic DeckGame ComponentThe Loot Deck containing Common Magic cards.
Rare Magic DeckGame ComponentThe Loot Deck containing Rare Magic cards.
InventoryGame MechanicThe collection of Loot currently possessed by a Player.
Equipment SlotGame MechanicA defined space where Loot may be equipped.
Armor SlotGame MechanicA defined space for Armor or Plot Armor.
Weapon SlotGame MechanicA defined space for a Weapon.
BackpackGame MechanicA storage area for Loot.
Backpack SlotGame MechanicA defined space within the Backpack for one Loot card.
EquippedGame MechanicA state in which Loot occupies an appropriate Equipment Slot.
Equipped LootGame MechanicLoot occupying an appropriate Equipment Slot.
Stored LootGame MechanicLoot occupying a Backpack Slot.
ArmorGame ComponentA type of Loot associated with protection.
WeaponGame ComponentA type of Loot associated with Attacks, Damage, or weapon-based effects.
MeleeGame MechanicA classification of Weapon.
RangedGame MechanicA classification of Weapon.
Common MagicGame ComponentA type of Loot drawn from the Common Magic Deck.
Rare MagicGame ComponentA type of Loot drawn from the Rare Magic Deck.
Magic LootGame ComponentLoot belonging to the Common Magic or Rare Magic category.
GearGame ComponentLoot that can be equipped, stored, or swapped as part of a Player’s Inventory.
Gear SwapGame MechanicA gameplay procedure associated with rearranging Gear.
Consumable LootGame ComponentLoot intended to be used for a one-time or limited effect.
Plot ArmorGame ComponentA special starting Loot card associated with protection.
Loot Management WindowGame MechanicA gameplay moment in which a Player decides where newly acquired or displaced Loot goes.
Displaced LootGame MechanicLoot removed from its previous location because another Loot card or effect has replaced it.
Loot OpportunityGame MechanicA gameplay opportunity to take Loot from another Player.
Combat EncounterGame MechanicA temporary gameplay state in which Combatants fight until Combat ends.
Combat RoomGame MechanicThe Room where a Combat Encounter begins.
CombatantGame MechanicA Player participating in a Combat Encounter.
Initiating PlayerGame MechanicThe Player whose action or effect caused a gameplay procedure to begin.
Primary TargetGame MechanicThe main target selected by the action or effect that initiated a gameplay procedure.
Combat OrderGame MechanicThe sequence in which Combatants take Combat Turns.
Combat TurnGame MechanicA Combatant’s opportunity to act during a Combat Encounter.
AttackGame MechanicA Combat procedure in which a Combatant attempts to hit another Combatant.
Attack OptionGame MechanicA Melee option, Ranged option, Weapon, or other allowed choice used to make an Attack.
Melee AttackGame MechanicAn Attack associated with close-quarters combat.
Ranged AttackGame MechanicAn Attack associated with distance, precision, or thrown/projectile combat.
Attack CheckGame MechanicA Check made to determine whether an Attack succeeds.
Melee Attack CheckGame MechanicAn Attack Check associated with a Melee Attack.
Ranged Attack CheckGame MechanicAn Attack Check associated with a Ranged Attack.
Attack Critical Hit EffectGame MechanicAn Attack-specific effect associated with a Critical Success.
Attack Critical Failure EffectGame MechanicAn Attack-specific effect associated with a Critical Failure.
Weapon DamageGame MechanicDamage associated with a Weapon.
Combat DamageGame MechanicDamage caused during a Combat Encounter.
Mystic DaggerGame MechanicA default weapon-like option available to Players.
Dropped WeaponGame MechanicA Weapon temporarily made unavailable during Combat.
Recover Dropped WeaponGame MechanicA Combat Action associated with restoring a Dropped Weapon.
DisengageGame MechanicA Combat Action associated with leaving Combat by spending Kaos.
FleeGame MechanicA Combat Action associated with leaving Combat and triggering a Random Encounter.
Combat End ConditionGame MechanicThe condition that determines whether a Combat Encounter ends.
End of CombatGame MechanicThe cleanup and transition point after a Combat Encounter ends.
Dungeon BombGame ComponentA card drawn or revealed from the Dungeon Bomb Deck.
Dungeon Bomb CardGame ComponentA physical card belonging to the Dungeon Bomb system.
Dungeon Bomb DeckGame ComponentThe deck of Dungeon Bomb cards and Cube State Cards constructed during Setup.
Dungeon Bomb StackGame ComponentA Player-associated stack of Dungeon Bomb cards.
Dungeon Bomb EffectGame MechanicA gameplay effect created by a Dungeon Bomb.
Active Dungeon Bomb EffectGame MechanicA continuing Dungeon Bomb Effect currently affecting the game.
Face-Up Dungeon BombGame ComponentA Dungeon Bomb card placed with its face visible.
Face-Down Dungeon BombGame ComponentA Dungeon Bomb card placed with its face hidden.
Covered Dungeon BombGame ComponentA Dungeon Bomb card beneath another card in a Dungeon Bomb Stack.
Phase 1 BombGame ComponentA Dungeon Bomb card associated with the first phase of the Dungeon Bomb Deck.
Phase 2 BombGame ComponentA Dungeon Bomb card associated with the second phase of the Dungeon Bomb Deck.
Phase 2 IconGame ComponentA visual indicator printed on certain game components, most notably Dungeon Bombs, to identify them as belonging to the second phase of the Dungeon Bomb Deck.
Cube CardGame ComponentA Dungeon Bomb card associated with placing Jelly Cube Tokens.
Cube PatternGame MechanicA printed arrangement indicating which Rooms are affected by a Cube Card.
Cube DeckGame ComponentA temporary deck of Cube Cards created during Setup.
Cube StateGame MechanicThe current global condition of the Jelly Cubes.
Cube State CardGame ComponentA special card that identifies the current Cube State when revealed.
Phase 1 Cube State CardGame ComponentA Cube State Card that shifts the Cube State during or at the end of Phase 1.
Phase 2 Cube State CardGame ComponentA Cube State Card that shifts the Cube State during or at the end of Phase 2.
Cube State Card AreaGame MechanicThe table area where revealed Cube State Cards are kept.
Cubes CalmGame MechanicThe starting Cube State.
Jelly CubeGame MechanicA Dungeon hazard represented during play by a Jelly Cube Token.
Jelly Cube TokenGame ComponentA physical token representing a Jelly Cube on the Map.
Cube RoomGame MechanicA Room containing one or more Jelly Cube Tokens.
Safe RoomGame MechanicA Room identified as safe from future Cube placement by the Cube Card system.
Final Cube CardGame ComponentThe last Cube Card resolved from the Dungeon Bomb Deck.
Cube Card Chest IconGame MechanicA Cube Card symbol associated with Chest Token interaction.
Jelly Cube DamageGame MechanicDamage associated with being in a Cube Room while the Cube State is dangerous.
Random EncounterGame MechanicA card-based mini-game or event that interrupts the current process.
Random Encounter CardGame ComponentA physical card belonging to the Random Encounter Deck.
Random Encounter DeckGame ComponentThe deck containing Random Encounter Cards.
Random Encounter Discard PileGame ComponentThe discard pile for resolved Random Encounter Cards.
Encountering PlayerGame MechanicThe Player resolving a Random Encounter.
Encounter Completion OptionGame MechanicA choice printed on a Random Encounter for resolving that Random Encounter.
Check Completion OptionGame MechanicAn Encounter Completion Option that uses a Check.
Non-Check Completion OptionGame MechanicAn Encounter Completion Option that resolves without a Check.
Event RewardGame MechanicA standard bonus reward granted by a card, rule, or game effect.
Event Reward IndicatorGame MechanicA card marking, symbol, icon, or instruction showing that an Event Reward may be granted.
Encounter PenaltyGame MechanicA negative effect associated with failing a Random Encounter.
Random Encounter SuccessGame MechanicThe successful outcome of resolving a Random Encounter.
Random Encounter FailureGame MechanicThe failed outcome of resolving a Random Encounter.
DeathGame MechanicA gameplay process triggered when a Player’s Health reaches zero or lower.
Death TriggerGame MechanicThe moment or condition that begins Death.
Death ProcessGame MechanicThe ordered gameplay process for resolving Death.
Dying PlayerGame MechanicA Player whose Death has been triggered and not yet completed.
Removed PlayerGame MechanicA Player whose Death Process has been completed and who is no longer participating in play.
Surviving PlayerGame MechanicA Player who has not died or been removed from the game.
Death SourceGame MechanicThe effect, Damage, or rule that caused Death.
Killing PlayerGame MechanicThe Player credited with causing another Player’s Death through Combat Damage.
Combat Death Loot OpportunityGame MechanicA Loot Opportunity associated with Death caused by Combat Damage.
Party Combat Loot InterruptionGame MechanicA Combat interruption related to Loot Opportunity timing when multiple Combatants are present.
Simultaneous DeathGame MechanicA situation in which multiple Players have Death triggered at the same time.
Victory CheckGame MechanicA check of the game state to determine whether Victory has occurred.
VictoryGame MechanicThe win condition achieved by the final surviving Player unless another rule or effect creates a different outcome.

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.