File ID
Ontology
The Viva La Dungeon Ontology defines the canonical meaning of all terms used throughout the Viva La Dungeon rules system.
Source metadata
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.
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 Mechanic | Game Mechanic | Anything non-physical related to the gameplay of Viva La Dungeon. |
| Game Component | Game Mechanic | Anything physical used to play Viva La Dungeon. |
| Story | Game Mechanic | Anything non-physical and non-gameplay related to the fiction, tone, world, or characters of Viva La Dungeon. |
| Viva La Dungeon | Story | The contest, setting, and game world in which the board game takes place. |
| Dungeon | Story | The dangerous contest environment where Viva La Dungeon takes place. |
| Player | Game Mechanic | The human participant. For ease of rules resolution, the term "Player" is used interchangeably with "Character" when tracking game states, locations, and attributes. |
| Play Area | Game Mechanic | The table space where the game is set up and played. |
| Player Area | Game Mechanic | The personal play space where a Player keeps their associated game state and components. |
| Card | Game Component | A physical game component made of printed card stock. |
| Deck | Game Component | A stack of cards used as a draw source. |
| Discard Pile | Game Component | A pile of cards that have been discarded or resolved. |
| Token | Game Component | A physical game component used to mark a location, state, object, or effect. |
| Marker | Game Component | A physical game component used to track a changing value. |
| Die | Game Component | A physical randomizer rolled to produce a numerical result. |
| Dice | Game Component | Multiple dice used during play. |
| d4 | Game Component | A four-sided die. |
| d6 | Game Component | A six-sided die. |
| d8 | Game Component | An eight-sided die. |
| d10 | Game Component | A ten-sided die. |
| d20 | Game Component | A twenty-sided die. |
| Damage Die | Game Component | A die used to determine a Damage amount. |
| Character Card | Game Component | A physical card representing a playable Character. |
| Character | Game Mechanic | The 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". |
| Portrait | Game Component | The physical game piece representing a Player’s location on the Map. |
| Patron | Story | A powerful entity that champions a Player’s Character in Viva La Dungeon. |
| Patron Mat | Game Component | The physical player board used to organize a Player’s Character, Attributes, Loot, and related game state. |
| Patron Bonus | Game Mechanic | A gameplay benefit associated with a Patron. |
| Champion | Story | A fictional title for a Character representing a Patron in Viva La Dungeon. |
| Map | Game Component | The physical board showing the playable Dungeon layout. |
| Room | Game Mechanic | A discrete playable location on the Map. |
| Room Connection | Game Mechanic | A visible pathway linking two Rooms. |
| Adjacent Room | Game Mechanic | A Room directly connected to another Room by a Connection. |
| Starting Room | Game Mechanic | A Room where a Player may place their Portrait during Setup. |
| Game State | Game Mechanic | The current condition of all game components, values, locations, and active effects during play. |
| Game Effect | Game Mechanic | Any gameplay instruction or change created by a rule, card, component, or procedure. |
| Card Effect | Game Mechanic | A Game Effect created by card text. |
| Setup | Game Mechanic | The process of preparing all Players, components, decks, tokens, and starting positions before play begins. |
| Begin Play | Game Mechanic | The transition from Setup into the first Turn of the game. |
| Turn | Game Mechanic | A Player’s opportunity to perform actions and resolve Turn-based effects. |
| Turn Order | Game Mechanic | The sequence in which Players take Turns. |
| Round | Game Mechanic | A cycle in which each surviving Player has had one opportunity to take a Turn. |
| Player Turn | Game Mechanic | The Turn belonging to a specific Player. |
| Active Player | Game Mechanic | The Player whose Turn is currently being resolved. |
| Turn Sequence | Game Mechanic | The ordered structure of a Player Turn. |
| Turn Action | Game Mechanic | An action that spends part of a Player’s action allowance during their Turn. |
| Turn Action Allowance | Game Mechanic | The number of Turn Actions available to a Player during their Turn. |
| Free Action | Game Mechanic | An action that does not spend a Turn or Combat Turn Action. |
| Combat Action | Game Mechanic | An action taken during a Combat Turn. |
| End of Turn Process | Game Mechanic | The ordered process resolved after the Active Player declares their Turn is over. |
| Dungeon Bomb Step | Game Mechanic | The part of the End of Turn Process in which a Dungeon Bomb card or Cube State Card is drawn or revealed. |
| Game Objective | Game Mechanic | The condition Players are trying to achieve to win the game. |
| Game End | Game Mechanic | The point at which play stops because Victory or another ending condition has occurred. |
| Stat | Game Mechanic | A numerical value used to modify Checks and other gameplay effects. |
| Brawn | Game Mechanic | A Stat representing physical power. |
| Quickness | Game Mechanic | A Stat representing speed, precision, and agility. |
| Vitality | Game Mechanic | A Stat representing toughness and survivability. |
| Charm | Game Mechanic | A Stat representing social awareness and instinct. |
| Intellect | Game Mechanic | A Stat representing reasoning and observation. |
| Printed Stat | Game Mechanic | A Stat value printed on a component. |
| Current Stat | Game Mechanic | A Stat value after all applicable modifiers are considered. |
| Stat Modifier | Game Mechanic | A value that increases or decreases a Stat. |
| Attribute | Game Mechanic | A numerical value tracked during play. |
| Starting Attribute | Game Mechanic | An Attribute value displayed before gameplay changes are applied. |
| Health | Game Mechanic | An Attribute representing how much harm a Player can sustain before Death. |
| Health Cap | Game Mechanic | The normal maximum value of a Player’s Health. |
| Starting Defense | Game Mechanic | The Defense value a Player begins with before gameplay changes are applied. |
| Defense | Game Mechanic | An Attribute used as a Target Number when a rule instructs a Check to be made against Defense. |
| Defense Source | Game Mechanic | A component, effect, or condition that contributes to Defense. |
| Starting Kaos | Game Mechanic | The Kaos value a Player begins with before gameplay changes are applied. |
| Kaos | Game Mechanic | A Player resource that can influence gameplay. |
| Health Marker | Game Component | A physical marker used to track a Player’s current Health. |
| Kaos Marker | Game Component | A physical marker used to track a Player’s current Kaos. |
| Check | Game Mechanic | A d20 roll made to determine success or failure. |
| Target Number | Game Mechanic | The number a Check must meet or exceed to succeed. |
| TN | Game Mechanic | An abbreviation for Target Number. |
| Final Result | Game Mechanic | The value of a Check after all allowed rerolls, modifiers, and other changes have been applied. |
| Natural 1 | Game Mechanic | A d20 roll showing 1 before modification. |
| Natural 20 | Game Mechanic | A d20 roll showing 20 before modification. |
| Stat Check | Game Mechanic | A Check using one specific Stat. |
| Brawn Check | Game Mechanic | A Stat Check using Brawn. |
| Quickness Check | Game Mechanic | A Stat Check using Quickness. |
| Vitality Check | Game Mechanic | A Stat Check using Vitality. |
| Charm Check | Game Mechanic | A Stat Check using Charm. |
| Intellect Check | Game Mechanic | A Stat Check using Intellect. |
| Perception Check | Game Mechanic | A Check using awareness and observation. |
| Contested Check | Game Mechanic | A Check resolution involving two or more Players rolling against each other. |
| Critical Success | Game Mechanic | A natural 20 rolled on a d20. |
| Critical Failure | Game Mechanic | A natural 1 rolled on a d20. |
| Reroll | Game Mechanic | A repeated roll replacing a previous roll. |
| Reroll Token | Game Component | A physical token associated with the ability to reroll. |
| Goblin Balls On Ya | Game Mechanic | A Check modifier associated with rolling two d20s and using the higher result. |
| Dungeon Haunted | Game Mechanic | A Check modifier associated with rolling two d20s and using the lower result. |
| Damage | Game Mechanic | A reduction to Health. |
| Damage Value | Game Mechanic | A fixed or calculated number representing Damage. |
| Damage Dealer | Game Mechanic | The Player, card, rule, or game effect credited with dealing Damage. |
| Heal | Game Mechanic | The restoration of lost Health. |
| Gain | Game Mechanic | An increase to a tracked value or resource. |
| Status | Game Mechanic | A gameplay condition affecting a Player. |
| Move Action | Game Mechanic | A Turn Action associated with moving a Portrait to an adjacent Room. |
| Open Chest Action | Game Mechanic | A Turn Action associated with attempting to open a Chest Token. |
| Hide Action | Game Mechanic | A Turn Action associated with attempting to gain Hidden. |
| Seek Action | Game Mechanic | A Turn Action associated with attempting to reveal a Hidden Player. |
| Ambush Action | Game Mechanic | A Turn Action associated with attempting to start Combat through surprise. |
| Challenge Action | Game Mechanic | A Turn Action associated with attempting to start Combat directly. |
| Pickpocket Action | Game Mechanic | A Turn Action associated with attempting to steal Loot. |
| Take A Shot Action | Game Mechanic | A Turn Action associated with attempting to damage a Player in an adjacent Room. |
| Chest Token | Game Component | A physical token representing a lootable chest on the Map. |
| Loot | Game Component | An item card drawn or acquired through gameplay. |
| Loot Type | Game Mechanic | A category describing a Loot card. |
| Loot Deck | Game Component | A deck of Loot cards grouped by Loot Type. |
| Armor Deck | Game Component | The Loot Deck containing Armor cards. |
| Weapon Deck | Game Component | The Loot Deck containing Weapon cards. |
| Common Magic Deck | Game Component | The Loot Deck containing Common Magic cards. |
| Rare Magic Deck | Game Component | The Loot Deck containing Rare Magic cards. |
| Inventory | Game Mechanic | The collection of Loot currently possessed by a Player. |
| Equipment Slot | Game Mechanic | A defined space where Loot may be equipped. |
| Armor Slot | Game Mechanic | A defined space for Armor or Plot Armor. |
| Weapon Slot | Game Mechanic | A defined space for a Weapon. |
| Backpack | Game Mechanic | A storage area for Loot. |
| Backpack Slot | Game Mechanic | A defined space within the Backpack for one Loot card. |
| Equipped | Game Mechanic | A state in which Loot occupies an appropriate Equipment Slot. |
| Equipped Loot | Game Mechanic | Loot occupying an appropriate Equipment Slot. |
| Stored Loot | Game Mechanic | Loot occupying a Backpack Slot. |
| Armor | Game Component | A type of Loot associated with protection. |
| Weapon | Game Component | A type of Loot associated with Attacks, Damage, or weapon-based effects. |
| Melee | Game Mechanic | A classification of Weapon. |
| Ranged | Game Mechanic | A classification of Weapon. |
| Common Magic | Game Component | A type of Loot drawn from the Common Magic Deck. |
| Rare Magic | Game Component | A type of Loot drawn from the Rare Magic Deck. |
| Magic Loot | Game Component | Loot belonging to the Common Magic or Rare Magic category. |
| Gear | Game Component | Loot that can be equipped, stored, or swapped as part of a Player’s Inventory. |
| Gear Swap | Game Mechanic | A gameplay procedure associated with rearranging Gear. |
| Consumable Loot | Game Component | Loot intended to be used for a one-time or limited effect. |
| Plot Armor | Game Component | A special starting Loot card associated with protection. |
| Loot Management Window | Game Mechanic | A gameplay moment in which a Player decides where newly acquired or displaced Loot goes. |
| Displaced Loot | Game Mechanic | Loot removed from its previous location because another Loot card or effect has replaced it. |
| Loot Opportunity | Game Mechanic | A gameplay opportunity to take Loot from another Player. |
| Combat Encounter | Game Mechanic | A temporary gameplay state in which Combatants fight until Combat ends. |
| Combat Room | Game Mechanic | The Room where a Combat Encounter begins. |
| Combatant | Game Mechanic | A Player participating in a Combat Encounter. |
| Initiating Player | Game Mechanic | The Player whose action or effect caused a gameplay procedure to begin. |
| Primary Target | Game Mechanic | The main target selected by the action or effect that initiated a gameplay procedure. |
| Combat Order | Game Mechanic | The sequence in which Combatants take Combat Turns. |
| Combat Turn | Game Mechanic | A Combatant’s opportunity to act during a Combat Encounter. |
| Attack | Game Mechanic | A Combat procedure in which a Combatant attempts to hit another Combatant. |
| Attack Option | Game Mechanic | A Melee option, Ranged option, Weapon, or other allowed choice used to make an Attack. |
| Melee Attack | Game Mechanic | An Attack associated with close-quarters combat. |
| Ranged Attack | Game Mechanic | An Attack associated with distance, precision, or thrown/projectile combat. |
| Attack Check | Game Mechanic | A Check made to determine whether an Attack succeeds. |
| Melee Attack Check | Game Mechanic | An Attack Check associated with a Melee Attack. |
| Ranged Attack Check | Game Mechanic | An Attack Check associated with a Ranged Attack. |
| Attack Critical Hit Effect | Game Mechanic | An Attack-specific effect associated with a Critical Success. |
| Attack Critical Failure Effect | Game Mechanic | An Attack-specific effect associated with a Critical Failure. |
| Weapon Damage | Game Mechanic | Damage associated with a Weapon. |
| Combat Damage | Game Mechanic | Damage caused during a Combat Encounter. |
| Mystic Dagger | Game Mechanic | A default weapon-like option available to Players. |
| Dropped Weapon | Game Mechanic | A Weapon temporarily made unavailable during Combat. |
| Recover Dropped Weapon | Game Mechanic | A Combat Action associated with restoring a Dropped Weapon. |
| Disengage | Game Mechanic | A Combat Action associated with leaving Combat by spending Kaos. |
| Flee | Game Mechanic | A Combat Action associated with leaving Combat and triggering a Random Encounter. |
| Combat End Condition | Game Mechanic | The condition that determines whether a Combat Encounter ends. |
| End of Combat | Game Mechanic | The cleanup and transition point after a Combat Encounter ends. |
| Dungeon Bomb | Game Component | A card drawn or revealed from the Dungeon Bomb Deck. |
| Dungeon Bomb Card | Game Component | A physical card belonging to the Dungeon Bomb system. |
| Dungeon Bomb Deck | Game Component | The deck of Dungeon Bomb cards and Cube State Cards constructed during Setup. |
| Dungeon Bomb Stack | Game Component | A Player-associated stack of Dungeon Bomb cards. |
| Dungeon Bomb Effect | Game Mechanic | A gameplay effect created by a Dungeon Bomb. |
| Active Dungeon Bomb Effect | Game Mechanic | A continuing Dungeon Bomb Effect currently affecting the game. |
| Face-Up Dungeon Bomb | Game Component | A Dungeon Bomb card placed with its face visible. |
| Face-Down Dungeon Bomb | Game Component | A Dungeon Bomb card placed with its face hidden. |
| Covered Dungeon Bomb | Game Component | A Dungeon Bomb card beneath another card in a Dungeon Bomb Stack. |
| Phase 1 Bomb | Game Component | A Dungeon Bomb card associated with the first phase of the Dungeon Bomb Deck. |
| Phase 2 Bomb | Game Component | A Dungeon Bomb card associated with the second phase of the Dungeon Bomb Deck. |
| Phase 2 Icon | Game Component | A 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 Card | Game Component | A Dungeon Bomb card associated with placing Jelly Cube Tokens. |
| Cube Pattern | Game Mechanic | A printed arrangement indicating which Rooms are affected by a Cube Card. |
| Cube Deck | Game Component | A temporary deck of Cube Cards created during Setup. |
| Cube State | Game Mechanic | The current global condition of the Jelly Cubes. |
| Cube State Card | Game Component | A special card that identifies the current Cube State when revealed. |
| Phase 1 Cube State Card | Game Component | A Cube State Card that shifts the Cube State during or at the end of Phase 1. |
| Phase 2 Cube State Card | Game Component | A Cube State Card that shifts the Cube State during or at the end of Phase 2. |
| Cube State Card Area | Game Mechanic | The table area where revealed Cube State Cards are kept. |
| Cubes Calm | Game Mechanic | The starting Cube State. |
| Jelly Cube | Game Mechanic | A Dungeon hazard represented during play by a Jelly Cube Token. |
| Jelly Cube Token | Game Component | A physical token representing a Jelly Cube on the Map. |
| Cube Room | Game Mechanic | A Room containing one or more Jelly Cube Tokens. |
| Safe Room | Game Mechanic | A Room identified as safe from future Cube placement by the Cube Card system. |
| Final Cube Card | Game Component | The last Cube Card resolved from the Dungeon Bomb Deck. |
| Cube Card Chest Icon | Game Mechanic | A Cube Card symbol associated with Chest Token interaction. |
| Jelly Cube Damage | Game Mechanic | Damage associated with being in a Cube Room while the Cube State is dangerous. |
| Random Encounter | Game Mechanic | A card-based mini-game or event that interrupts the current process. |
| Random Encounter Card | Game Component | A physical card belonging to the Random Encounter Deck. |
| Random Encounter Deck | Game Component | The deck containing Random Encounter Cards. |
| Random Encounter Discard Pile | Game Component | The discard pile for resolved Random Encounter Cards. |
| Encountering Player | Game Mechanic | The Player resolving a Random Encounter. |
| Encounter Completion Option | Game Mechanic | A choice printed on a Random Encounter for resolving that Random Encounter. |
| Check Completion Option | Game Mechanic | An Encounter Completion Option that uses a Check. |
| Non-Check Completion Option | Game Mechanic | An Encounter Completion Option that resolves without a Check. |
| Event Reward | Game Mechanic | A standard bonus reward granted by a card, rule, or game effect. |
| Event Reward Indicator | Game Mechanic | A card marking, symbol, icon, or instruction showing that an Event Reward may be granted. |
| Encounter Penalty | Game Mechanic | A negative effect associated with failing a Random Encounter. |
| Random Encounter Success | Game Mechanic | The successful outcome of resolving a Random Encounter. |
| Random Encounter Failure | Game Mechanic | The failed outcome of resolving a Random Encounter. |
| Death | Game Mechanic | A gameplay process triggered when a Player’s Health reaches zero or lower. |
| Death Trigger | Game Mechanic | The moment or condition that begins Death. |
| Death Process | Game Mechanic | The ordered gameplay process for resolving Death. |
| Dying Player | Game Mechanic | A Player whose Death has been triggered and not yet completed. |
| Removed Player | Game Mechanic | A Player whose Death Process has been completed and who is no longer participating in play. |
| Surviving Player | Game Mechanic | A Player who has not died or been removed from the game. |
| Death Source | Game Mechanic | The effect, Damage, or rule that caused Death. |
| Killing Player | Game Mechanic | The Player credited with causing another Player’s Death through Combat Damage. |
| Combat Death Loot Opportunity | Game Mechanic | A Loot Opportunity associated with Death caused by Combat Damage. |
| Party Combat Loot Interruption | Game Mechanic | A Combat interruption related to Loot Opportunity timing when multiple Combatants are present. |
| Simultaneous Death | Game Mechanic | A situation in which multiple Players have Death triggered at the same time. |
| Victory Check | Game Mechanic | A check of the game state to determine whether Victory has occurred. |
| Victory | Game Mechanic | The 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.