File ID
03_SETUP
Setup defines all procedures required to prepare a game of Viva La Dungeon before play begins, including component preparation, Loot decks, Random Encounters, tokens, Plot Armor, chest placement, Dungeon Bomb Deck construction, Turn Order, Character selection, Patron selection, starting attributes, Starting Room placement, and beginning play.
Setup is the authoritative pre-game procedure for Viva La Dungeon. All Setup procedures must be completed before the first Player Turn begins. Setup establishes the Map, decks, token pools, Dungeon Bomb Deck, Turn Order, Player materials, starting attributes, starting positions, and the transition into normal Game Flow.
All Setup procedures must be completed before the first Player Turn begins.
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 | Player count | Value |
|---|---|---|
PHASE_BOMB_COUNT_BY_PLAYER_COUNT |
3 Players | 7 Bombs |
PHASE_BOMB_COUNT_BY_PLAYER_COUNT |
4 Players | 10 Bombs |
PHASE_BOMB_COUNT_BY_PLAYER_COUNT |
5 Players | 13 Bombs |
PHASE_BOMB_COUNT_BY_PLAYER_COUNT |
6 Players | 16 Bombs |
PHASE_BOMB_COUNT_BY_PLAYER_COUNT applies separately to Phase One Construction and Phase Two Construction.
Related rules: Phase One Construction, Phase Two Construction.
SECTION_ID: COMPONENT_SETUP
Place the Map in the center of the play area.
Separate all game components into their respective decks, tokens, and player materials.
Leave space for all discard piles.
Place commonly accessed tokens within reach of all Players.
SECTION_ID: LOOT_DECK_SETUP
Shuffle each Loot deck separately.
Place each shuffled deck face down near the Map.
Create a discard pile for each Loot deck.
Reference: Loot and Inventory — Loot Decks and Discard Piles.
SECTION_ID: RANDOM_ENCOUNTER_SETUP
Shuffle the Random Encounter deck.
Place the deck face down near the Map.
Create a Random Encounter discard pile.
Reference: Random Encounters — Random Encounter Deck During Play.
SECTION_ID: TOKEN_SETUP
Place the following token pools near the Map:
Prepare Chest Tokens according to Chest Setup.
Related rule: Chest Setup.
SECTION_ID: PLOT_ARMOR_SETUP
Give one Plot Armor card to each Player.
Unused Plot Armor cards are returned to the game box.
Reference: Loot and Inventory — Plot Armor.
SECTION_ID: CHEST_SETUP
Shuffle all Chest Tokens face down.
Place 1 Chest Token in each Room on the Map.
After placement, reveal all Chest Tokens.
If the Map contains more Rooms than available Chest Tokens, follow the setup instructions provided by that Map.
Reference: Actions — Open Chest Action.
SECTION_ID: DUNGEON_BOMB_SETUP
Separate all standard Dungeon Bomb cards into the following groups:
Locate the following Cube State Cards and set them aside:
Cube State Cards are not shuffled into the Phase 1 Bombs, Phase 2 Bombs, or Cube Cards.
Shuffle each standard Dungeon Bomb group separately.
Reference: Dungeon Bombs — Dungeon Bomb Deck During Play.
Reference: Dungeon Bombs — Cube State Cards.
SECTION_ID: CUBE_DECK_CONSTRUCTION
Separate Cube Cards by Cube Pattern.
Each Cube Pattern forms its own pile.
Shuffle each Cube Pattern pile separately.
Deal one card from each Cube Pattern pile to create the Cube Deck.
Return all unused Cube Cards to the game box.
The Cube Deck contains four Cube Cards.
Reference: Dungeon Bombs — Cube Cards.
SECTION_ID: PHASE_ONE_CONSTRUCTION
Create the Phase One pile according to PHASE_BOMB_COUNT_BY_PLAYER_COUNT.
Deal the appropriate number of Phase 1 Bombs into a new pile.
Deal 2 random Cube Cards from the Cube Deck into the Phase One pile.
Shuffle the Phase One pile.
Reference: Dungeon Bombs — Phase 1 Bombs.
SECTION_ID: PHASE_TWO_CONSTRUCTION
Create the Phase Two pile according to PHASE_BOMB_COUNT_BY_PLAYER_COUNT.
Deal the appropriate number of Phase 2 Bombs into a new pile.
Deal the remaining 2 Cube Cards into the Phase Two pile.
Shuffle the Phase Two pile.
Reference: Dungeon Bombs — Phase 2 Bombs.
SECTION_ID: FINAL_DUNGEON_BOMB_DECK
Build the final Dungeon Bomb Deck in the following order from bottom to top:
The final Dungeon Bomb Deck order from top to bottom is:
Do not shuffle the Angry Cube Card or Raging Cube Card into either Phase pile.
This complete stack becomes the Dungeon Bomb Deck.
The Dungeon Bomb Deck is used throughout the game as defined in 07_DUNGEON_BOMBS.
Reference: Dungeon Bombs — Dungeon Bomb Deck During Play.
Reference: Dungeon Bombs — Cube State Card Positions.
SECTION_ID: DETERMINE_TURN_ORDER
Each Player rolls 1d20.
Players are ranked from highest result to lowest result.
Ties are rerolled among tied Players.
The resulting order becomes Turn Order.
Setup continues following Turn Order.
Reference: Game Structure — Turn Order.
SECTION_ID: CHARACTER_SELECTION
Beginning with the first Player in Turn Order, each Player selects one available Character Card.
A Character Card may not be selected by more than one Player.
When a Player selects a Character Card, that Player takes the selected Character Card and its matching Portrait.
The selected Character Card and matching Portrait become associated with that Player.
The Character represented by the selected Character Card becomes that Player's Character.
Reference: Player Structure — Character.
Reference: Player Structure — Portrait.
SECTION_ID: PATRON_SELECTION
Beginning with the first Player in Turn Order, each Player selects one available Patron Mat.
A Patron Mat may not be selected by more than one Player.
When a Player selects a Patron Mat, that Patron Mat becomes associated with that Player.
Place the selected Character Card on the selected Patron Mat.
Each Player receives:
Patron Bonuses are resolved during Starting Attribute Setup unless a rule specifically states otherwise.
Reference: Player Structure — Patron Mat.
Reference: Player Structure — Patron Bonus.
Reference: Loot and Inventory — Plot Armor.
SECTION_ID: STARTING_ATTRIBUTE_SETUP
Each Player uses the Starting Attributes displayed on their Character Card to establish their initial game state.
A Player's current Health is initially set equal to their Health Cap before applying Setup effects.
Place that Player's Health Marker on the Health Track at the value equal to that Player's current Health.
A Player's current Kaos is initially set equal to their Starting Kaos before applying Setup effects.
Place that Player's Kaos Marker on the Kaos Track at the value equal to that Player's current Kaos.
Resolve all Patron Bonuses and other Setup effects that modify a Player's current Health, Health Cap, current Kaos, Inventory, Statuses, or other game state.
A Patron Bonus only requires Setup tracking if the Patron Bonus instructs the Player to change, gain, place, draw, equip, store, mark, or otherwise modify something during Setup.
Setup effects are resolved in Turn Order unless a rule specifically states otherwise.
Reference: Player Structure — Starting Attributes.
Reference: Player Structure — Patron Bonus.
SECTION_ID: PLOT_ARMOR_PLACEMENT
Each Player equips their Plot Armor card to a legal Armor Slot on their Patron Mat.
Reference: Loot and Inventory — Plot Armor.
SECTION_ID: STARTING_ROOM_PLACEMENT
Beginning with the first Player in Turn Order, each Player places their Portrait in a legal Starting Room.
A legal Starting Room is any Room on the Map not currently occupied by another Player's Portrait.
After a Player places their Portrait, that Room is the Player's current Room.
Reference: Player Structure — Portrait.
SECTION_ID: BEGIN_PLAY
After all Setup procedures have been completed, the first Player in Turn Order becomes the Active Player.
The game begins immediately.
Play proceeds according to the Game Flow defined in 02_GAME_STRUCTURE.
Reference: Game Structure — Game Flow.
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.