Combat Encounter

Defines Combat Encounters, Combatants, Combat Order, attack resolution, Attack Checks, Defense calculation, Damage calculation, Dropped Weapons, Disengage, Flee, and the end of Combat Encounters.

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

Source metadata

File ID

06_COMBAT_ENCOUNTER

File name

Viva La Dungeon Combat Encounter

Version

1.2

Status

Active

Canonical definition

Defines Combat Encounters, Combatants, Combat Order, attack resolution, Attack Checks, Defense calculation, Damage calculation, Dropped Weapons, Disengage, Flee, and the end of Combat Encounters.

Authoritative for

  • Combat Encounter initiation
  • Combatants
  • Combat Room
  • Combat Order
  • Combat Turns
  • Combat Actions
  • Attack Action
  • Attack Checks
  • Melee Attacks
  • Ranged Attacks
  • Defense Calculation
  • Attack Check resolution
  • Attack Critical Failure Effect
  • Damage Calculation
  • Mystic Dagger combat rules
  • Dropped Weapons
  • Disengage
  • Flee
  • Combat Encounter end conditions
  • Returning to normal gameplay after Combat

Notes

This document defines how Combat Encounters resolve. Combat uses Attacks. Melee Attacks use Brawn Checks. Ranged Attacks use Quickness Checks. Attack Check is a contextual label for a Stat Check made as part of resolving an Attack. Death Processes are defined in 09_DEATH_AND_VICTORY > DEATH_PROCESS (Death Process). Loot management is defined in 08_LOOT_AND_INVENTORY > LOOT_MANAGEMENT_WINDOW (Loot Management Window).

SECTION_ID: VARIABLES

VARIABLES

Rule

When this document references a Variable by name, use the value listed in this section unless another rule specifically states otherwise.

Variables

  • DISENGAGE_COST: 2 Kaos

SECTION_ID: COMBAT_AUTHORITY_BOUNDARY

Combat Authority Boundary

Rule

This document defines Combat Encounters, Combat Actions, Attacks, Attack Checks, Defense calculation during Combat, Damage calculation during Combat, Dropped Weapons, Disengage, Flee, and the end of Combat Encounters.

Rule

Combat Encounters interrupt normal gameplay as defined in 02_GAME_STRUCTURE > COMBAT_ENCOUNTERS (Combat Encounters).

Rule

Combat Encounters are initiated by Ambush, accepted Challenge, or another rule that specifically initiates a Combat Encounter.

Reference

Ambush Action (05_ACTIONS > AMBUSH_ACTION)

Reference

Challenge Action (05_ACTIONS > CHALLENGE_ACTION)

Rule

If Damage causes Death, Player Fall, or Final Death, pause the current process and resolve the applicable procedure before Combat continues.

Rule

If Combat Damage creates a Loot Opportunity, resolve that Loot Opportunity according to 09_DEATH_AND_VICTORY > COMBAT_DEATH_LOOT_OPPORTUNITY (Combat Death Loot Opportunity) and 08_LOOT_AND_INVENTORY > LOOT_MANAGEMENT_WINDOW (Loot Management Window).

SECTION_ID: COMBAT_ENCOUNTER

Combat Encounter

Definition

A Combat Encounter is a temporary game state in which two or more Players fight until fewer than two Combatants remain.

Rule

A Combat Encounter pauses normal gameplay.

Rule

A Combat Encounter must be fully resolved before normal gameplay resumes.

Rule

A Combat Encounter occurs in a specific Room.

Rule

The Room where the Combat Encounter begins is the Combat Room.

Rule

Combat Encounter procedures use each Player's Portrait to determine Room position.

Reference

Combat Encounters (02_GAME_STRUCTURE > COMBAT_ENCOUNTERS)

SECTION_ID: COMBAT_ROOM

Combat Room

Definition

The Combat Room is the Room in which a Combat Encounter begins.

Rule

The Combat Room is determined when the Combat Encounter begins.

Rule

A Player's Portrait must be in the Combat Room to become a Combatant unless a rule specifically states otherwise.

Rule

A Combatant remains in the Combat Room unless they leave Combat through Disengage, Death, Flee, or another rule that specifically removes them from the Combat Encounter.

Reference

Portrait (04_PLAYER_STRUCTURE > PORTRAIT)

SECTION_ID: COMBATANT

Combatant

Definition

A Combatant is a Player participating in a Combat Encounter.

Rule

The initiating Player becomes a Combatant.

Rule

The primary target of the Ambush or Challenge becomes a Combatant.

Rule

Each other non-Hidden Player whose Portrait is in the Combat Room when the Combat Encounter begins becomes a Combatant.

Rule

Hidden Players whose Portraits are in the Combat Room do not become Combatants unless a rule specifically states otherwise.

Rule

A Player stops being a Combatant when they leave Combat.

Rule

A Combatant leaves Combat when they die, fall, resolve Final Death, successfully Disengage, Flee, or are removed from Combat by a rule.

Reference

Ambush Action (05_ACTIONS > AMBUSH_ACTION)

Reference

Challenge Action (05_ACTIONS > CHALLENGE_ACTION)

SECTION_ID: INITIATING_PLAYER

Initiating Player

Definition

The initiating Player is the Player whose action or effect caused the Combat Encounter to begin.

Rule

For Ambush, the Player who took the Ambush Action is the initiating Player.

Reference

Ambush Action (05_ACTIONS > AMBUSH_ACTION)

Rule

For Challenge, the Player who took the Challenge Action is the initiating Player.

Reference

Challenge Action (05_ACTIONS > CHALLENGE_ACTION)

Rule

If another rule initiates a Combat Encounter, that rule identifies the initiating Player.

SECTION_ID: COMBAT_ENCOUNTER_INITIATION

Combat Encounter Initiation

Rule

When a Combat Encounter begins, resolve the following sequence:

  1. Identify the Combat Room.
  2. Identify the initiating Player.
  3. Identify the primary target.
  4. Identify all Combatants.
  5. Determine Combat Order.
  6. Resolve Combat Turns until the Combat Encounter ends.

Rule

The Combat Room is the Room occupied by the initiating Player's Portrait when the Combat Encounter begins unless a rule specifically states otherwise.

Rule

The primary target is the target selected by the action or effect that initiated the Combat Encounter.

SECTION_ID: COMBAT_ORDER

Combat Order

Definition

Combat Order is the order in which Combatants take Combat Turns during a Combat Encounter.

Rule

Combat Order is determined once when the Combat Encounter begins.

Rule

Combat Order remains unchanged unless a rule specifically states otherwise.

Rule

If a Combatant leaves Combat, remove that Combatant from Combat Order.

Rule

When the last Combatant in Combat Order completes their Combat Turn, Combat Order returns to the first remaining Combatant.

SECTION_ID: AMBUSH_COMBAT_ORDER

Ambush Combat Order

Rule

If Ambush initiates a Combat Encounter, the initiating Player is first in Combat Order.

Rule

The primary target is second in Combat Order.

Rule

Each other non-Hidden Player in the Combat Room makes a Contested Quickness Check using current Quickness to determine their position after the first and second Combatants.

Rule

Current Quickness is calculated according to 04_PLAYER_STRUCTURE > CALCULATE_STAT (Calculate Stat).

Rule

Other Combatants are added to Combat Order from highest Final Result to lowest Final Result.

Rule

Ties among other Combatants are rerolled among the tied Combatants.

Rule

Kaos may not be spent on Combat Order Checks.

Rule

Natural 1s and natural 20s on Combat Order Checks do not automatically fail or succeed.

Rule

Natural 1s and natural 20s on Combat Order Checks still trigger Critical Failure and Critical Success rewards unless rerolled or otherwise prevented.

Reference

Contested Checks (01_CORE_CONCEPTS > CONTESTED_CHECKS)

SECTION_ID: CHALLENGE_COMBAT_ORDER

Challenge Combat Order

Rule

If Challenge initiates a Combat Encounter, the Challenge result determines the first and second Combatants.

Rule

If the initiating Player wins the Contested Quickness Check from the Challenge Action, the initiating Player is first in Combat Order and the primary target is second.

Rule

If the initiating Player does not win the Contested Quickness Check from the Challenge Action, the primary target is first in Combat Order and the initiating Player is second.

Reference

Challenge Action (05_ACTIONS > CHALLENGE_ACTION)

Rule

Each other non-Hidden Player in the Combat Room makes a Contested Quickness Check using current Quickness to determine their position after the first and second Combatants.

Rule

Current Quickness is calculated according to 04_PLAYER_STRUCTURE > CALCULATE_STAT (Calculate Stat).

Rule

Other Combatants are added to Combat Order from highest Final Result to lowest Final Result.

Rule

Ties among other Combatants are rerolled among the tied Combatants.

Rule

Kaos may not be spent on Combat Order Checks.

Rule

Natural 1s and natural 20s on Combat Order Checks do not automatically fail or succeed.

Rule

Natural 1s and natural 20s on Combat Order Checks still trigger Critical Failure and Critical Success rewards unless rerolled or otherwise prevented.

Reference

Contested Checks (01_CORE_CONCEPTS > CONTESTED_CHECKS)

SECTION_ID: FIRST_ATTACK_TARGET

First Attack Target

Rule

When a Combat Encounter begins, identify the initiating Player and the primary target according to Combat Encounter Initiation.

Rule

During the first Combatant's first Combat Turn of a Combat Encounter, that Combatant may only make Attacks against the other Combatant from the initiating pair.

Rule

If the first Combatant in Combat Order is the initiating Player, that Combatant's first Attack must target the primary target.

Rule

If the first Combatant in Combat Order is the primary target, that Combatant's first Attack must target the initiating Player.

Rule

This restriction applies to Attacks made during the first Combatant's first Combat Turn, whether the Attack is made through the Attack Combat Action or another rule that allows an Attack.

Rule

This restriction does not force the first Combatant to Attack.

Rule

If the required target is no longer a Combatant when the first Combatant would make an Attack, this restriction no longer applies.

Rule

After the first Combatant's first Combat Turn is complete, Attacks follow normal target selection unless a rule specifically states otherwise.

SECTION_ID: COMBAT_TURN

Combat Turn

Definition

A Combat Turn is a Combatant's opportunity to act during a Combat Encounter.

Rule

Combat Turns are not Player Turns.

Rule

Taking a Combat Turn does not prevent a Surviving Player from taking their normal Player Turn later in Turn Order.

Rule

On a Combatant's Combat Turn, that Combatant may take available Free Actions and choose one Combat Action.

Rule

The standard Combat Actions are:

  • Attack
  • Recover Dropped Weapon
  • Disengage
  • Flee

Rule

A Combatant may decline to take a Combat Action.

Rule

A Combat Turn must be fully resolved before the next Combatant's Combat Turn begins.

Rule

If Death, Player Fall, or Final Death is triggered during a Combat Turn, pause the Combat Turn and resolve the applicable procedure immediately.

Rule

After the applicable procedure, check for Victory according to 02_GAME_STRUCTURE > VICTORY_CHECKS (Victory Checks).

Rule

If Victory occurs, the game ends immediately.

Rule

If Victory does not occur, resume the Combat Encounter only if its current Combat End Condition is still met.

Rule

A Player who falls during Combat does not become a Zombie Combatant in that same Combat Encounter.

Rule

Free Actions taken during Combat follow the Free Action rules in 05_ACTIONS.

Reference

Free Actions (05_ACTIONS > FREE_ACTIONS)

Reference

Fall During Combat (RULES_EXTENSION_01_ZOMBIES > FALL_DURING_COMBAT)

SECTION_ID: ATTACK_ACTION

Attack Action

Action Type

Combat Action

Rule

An Attack is a Combat Action that allows a Combatant to attempt to hit another Combatant.

Rule

The attacking Combatant chooses one target Combatant.

Rule

Attack target selection is subject to First Attack Target restrictions when those restrictions apply.

Rule

The target must be another Combatant in the same Combat Encounter.

Rule

The attacking Combatant chooses one available Melee option or Ranged option.

Rule

A Combatant may not target themselves with an Attack.

Rule

An Attack may be Melee or Ranged.

Rule

Melee Attacks use current Brawn.

Rule

Ranged Attacks use current Quickness.

Rule

Current Stats are calculated according to 04_PLAYER_STRUCTURE.

Reference

Calculate Stat (04_PLAYER_STRUCTURE > CALCULATE_STAT)

SECTION_ID: AVAILABLE_ATTACK_OPTIONS

Available Attack Options

Rule

A Combatant may make a Melee Attack using an Equipped Melee Weapon.

Rule

A Combatant may make a Ranged Attack using an Equipped Ranged Weapon.

Rule

A Combatant may use the Mystic Dagger to make either a Melee Attack or a Ranged Attack.

Rule

The Mystic Dagger is always available unless a rule specifically states otherwise.

Rule

A Dropped Weapon is not available for Attacks until recovered or restored.

Rule

If a Combatant has no available Equipped Weapon, they may still use the Mystic Dagger.

Reference

Equipped Loot (08_LOOT_AND_INVENTORY > EQUIPPED_LOOT)

SECTION_ID: ATTACK_CHECKS

Attack Checks

Definition

An Attack Check is a Stat Check made as part of resolving an Attack.

Rule

Attack Check is a contextual label, not a core Check category.

Rule

Attack Checks are Stat Checks with additional Attack rules.

Rule

The standard Attack Checks are:

  • Melee Attack Check
  • Ranged Attack Check

Rule

A Melee Attack Check is a Brawn Check made as part of resolving a Melee Attack.

Rule

A Ranged Attack Check is a Quickness Check made as part of resolving a Ranged Attack.

Rule

Only a Check made as part of resolving an Attack is an Attack Check unless a rule specifically states otherwise.

Rule

Attack Checks use the target's current Defense as their Target Number.

Rule

Attack Checks are resolved according to Attack Check Resolution in this document.

Reference

Stat Checks (01_CORE_CONCEPTS > STAT_CHECKS)

Reference

Defense (04_PLAYER_STRUCTURE > DEFENSE)

SECTION_ID: MELEE_ATTACK

Melee Attack

Action Type

Attack

Requirement

The attacking Combatant must use an available Melee Weapon or the Mystic Dagger as a Melee option.

Procedure

  1. Choose one target Combatant.
  2. Choose an available Melee Weapon or the Mystic Dagger.
  3. Make a Melee Attack Check against the target's current Defense.
  4. Resolve the Melee Attack Check.
  5. If the Melee Attack Check succeeds, resolve Damage.

Rule

A Melee Attack Check is a Brawn Check using current Brawn.

Rule

A Melee Attack adds current Brawn to Damage unless a rule specifically states otherwise.

Rule

Current Brawn is calculated according to 04_PLAYER_STRUCTURE > CALCULATE_STAT (Calculate Stat).

Rule

The target's current Defense is calculated according to 06_COMBAT_ENCOUNTER > CALCULATE_DEFENSE (Calculate Defense).

Rule

Damage from a successful Melee Attack is resolved according to 06_COMBAT_ENCOUNTER > DAMAGE_CALCULATION (Damage Calculation).

Reference

Weapon Loot (08_LOOT_AND_INVENTORY > WEAPON_LOOT)

SECTION_ID: RANGED_ATTACK

Ranged Attack

Action Type

Attack

Requirement

The attacking Combatant must use an available Ranged Weapon or the Mystic Dagger as a Ranged option.

Procedure

  1. Choose one target Combatant.
  2. Choose an available Ranged Weapon or the Mystic Dagger.
  3. Make a Ranged Attack Check against the target's current Defense.
  4. Resolve the Ranged Attack Check.
  5. If the Ranged Attack Check succeeds, resolve Damage.

Rule

A Ranged Attack Check is a Quickness Check using current Quickness.

Rule

A Ranged Attack adds current Quickness to Damage unless a rule specifically states otherwise.

Rule

Current Quickness is calculated according to 04_PLAYER_STRUCTURE > CALCULATE_STAT (Calculate Stat).

Rule

The target's current Defense is calculated according to 06_COMBAT_ENCOUNTER > CALCULATE_DEFENSE (Calculate Defense).

Rule

Damage from a successful Ranged Attack is resolved according to 06_COMBAT_ENCOUNTER > DAMAGE_CALCULATION (Damage Calculation).

Reference

Weapon Loot (08_LOOT_AND_INVENTORY > WEAPON_LOOT)

SECTION_ID: CALCULATE_DEFENSE

Calculate Defense

Rule

Defense is the Target Number used by Attacks and other game effects that specifically use Defense.

Rule

Using Defense as a Target Number does not make a Check an Attack Check.

Rule

Using Defense as a Target Number does not make a game effect an Attack, Combat Action, or Combat Encounter unless the rule creating that effect specifically says so.

Rule

A Player's Defense is calculated from all applicable Defense sources.

Rule

Defense sources may include:

  • Starting Defense from the Character card
  • Defense values printed on or granted by the Patron Mat
  • Equipped Armor
  • Equipped Plot Armor
  • Loot that specifically grants Defense while stored in the Backpack
  • Statuses
  • Dungeon Bomb effects
  • Other game effects that specifically modify Defense

Rule

A Defense source only modifies Defense if that source or another rule specifically states that it modifies Defense.

Rule

Armor modifies Defense while Equipped in an Armor Slot.

Rule

Armor stored in the Backpack does not modify Defense unless a rule specifically states otherwise.

Rule

Magic items stored in the Backpack modify Defense only if the item specifically grants Defense while stored in the Backpack.

Rule

Defense is recalculated whenever one of its contributing Defense sources changes.

Rule

When an Attack Check or other rule uses a Player's Defense, use that Player's current Defense.

Rule

Defense is not reduced by Damage unless a rule specifically states otherwise.

Reference

Defense (04_PLAYER_STRUCTURE > DEFENSE)

Reference

Loot and Defense (08_LOOT_AND_INVENTORY > LOOT_AND_DEFENSE)

SECTION_ID: ATTACK_CHECK_RESOLUTION

Attack Check Resolution

Rule

An Attack Check succeeds if its Final Result is equal to or greater than the target's current Defense.

Rule

An Attack Check fails if its Final Result is lower than the target's current Defense.

Rule

A natural 20 on an Attack Check is a Critical Success and automatically succeeds regardless of the target's Defense.

Rule

A natural 1 on an Attack Check is a Critical Failure.

Rule

A Critical Failure on an Attack Check automatically fails unless a rule specifically states otherwise.

Rule

Reroll Tokens are resolved before Kaos may be spent.

Rule

Kaos may be spent after all rerolls for the Attack Check are complete.

Rule

Kaos may be spent to increase the Final Result of an Attack Check.

Rule

If Kaos is spent to increase a natural 1 on an Attack Check, the attacking Player does not drop their Weapon.

Reference

Checks (01_CORE_CONCEPTS > CHECKS)

Reference

Final Result (01_CORE_CONCEPTS > FINAL_RESULT)

Reference

Critical Success (01_CORE_CONCEPTS > CRITICAL_SUCCESS)

Reference

Critical Failure (01_CORE_CONCEPTS > CRITICAL_FAILURE)

Reference

Kaos (01_CORE_CONCEPTS > KAOS)

Reference

Reroll Tokens (01_CORE_CONCEPTS > REROLL_TOKENS)

SECTION_ID: ATTACK_CRITICAL_FAILURE_EFFECT

Attack Critical Failure Effect

Rule

The Attack Critical Failure Effect is an additional effect that may apply when a Player rolls a natural 1 on an Attack Check.

Rule

The Attack Critical Failure Effect does not replace the Critical Failure rules defined in 01_CORE_CONCEPTS > CRITICAL_FAILURE (Critical Failure).

Rule

When the Attack Critical Failure Effect applies, the Weapon used for the Attack Check becomes Dropped after the Attack Check is resolved.

Rule

The Attack Critical Failure Effect does not apply if the natural 1 is rerolled.

Rule

The Attack Critical Failure Effect does not apply if the Player spends Kaos to increase the natural 1.

Rule

The Attack Critical Failure Effect does not apply to the Mystic Dagger.

SECTION_ID: DAMAGE_CALCULATION

Damage Calculation

Rule

Damage reduces the target's Health.

Rule

Damage from a successful Attack is calculated using the attacking option's Damage value plus the current Stat used for that Attack.

Rule

Melee Damage uses current Brawn.

Rule

Ranged Damage uses current Quickness.

Rule

Current Stats are calculated according to 04_PLAYER_STRUCTURE > CALCULATE_STAT (Calculate Stat).

Rule

Damage may not be reduced below 1 unless a rule specifically states otherwise.

Rule

If a Damage calculation would result in less than 1 Damage, it deals 1 Damage instead.

Rule

After Damage is calculated, reduce the target's Health by that amount.

Rule

If the target's Health reaches zero or lower, Death is triggered immediately.

Reference

Death Trigger (09_DEATH_AND_VICTORY > DEATH_TRIGGER)

Reference

Loot and Damage (08_LOOT_AND_INVENTORY > LOOT_AND_DAMAGE)

SECTION_ID: WEAPON_DAMAGE

Weapon Damage

Rule

A Weapon card provides its own Damage die or Damage value.

Rule

When a Player deals Damage with a Weapon card, use that Weapon's Damage die or Damage value.

Rule

If the Attack is Melee, add current Brawn to the Weapon's Damage.

Rule

If the Attack is Ranged, add current Quickness to the Weapon's Damage.

Rule

If the Weapon or another rule modifies Damage, apply that rule during Damage Calculation.

SECTION_ID: MYSTIC_DAGGER_IN_COMBAT

Mystic Dagger in Combat

Rule

During a Combat Encounter, the Mystic Dagger may be used as either a Melee option or a Ranged option.

Rule

When used as a Melee option, use Melee Mystic Dagger Damage.

Rule

When used as a Ranged option, use Ranged Mystic Dagger Damage.

Rule

The Mystic Dagger is never Dropped.

Rule

The Attack Critical Failure Effect does not apply to the Mystic Dagger.

Formula

Mystic Dagger Critical Melee Damage = doubled Mystic Dagger base Damage + current Brawn

Formula

Mystic Dagger Critical Ranged Damage = doubled Mystic Dagger base Damage + current Quickness

Rule

Mystic Dagger Critical Damage may not be reduced below 1.

Reference

Mystic Dagger (04_PLAYER_STRUCTURE > MYSTIC_DAGGER)

SECTION_ID: DROPPED_WEAPON

Dropped Weapon

Definition

A Dropped Weapon is a Weapon that has been flipped face down after an Attack Critical Failure.

Rule

When a Weapon becomes Dropped, flip that Weapon card face down.

Rule

A Dropped Weapon remains in its Weapon Slot.

Rule

A Dropped Weapon does not stop occupying its Weapon Slot.

Rule

A Dropped Weapon cannot be used for Attacks.

Rule

A Dropped Weapon is not discarded.

Rule

A Dropped Weapon is not Loot that can be picked up or stolen solely because it is Dropped.

Rule

At the end of the Combat Encounter, each Dropped Weapon is restored.

Rule

When a Dropped Weapon is restored, flip it face up.

Reference

Equipped Loot (08_LOOT_AND_INVENTORY > EQUIPPED_LOOT)

Reference

Weapon Loot (08_LOOT_AND_INVENTORY > WEAPON_LOOT)

SECTION_ID: RECOVER_DROPPED_WEAPON

Recover Dropped Weapon

Action Type

Combat Action

Requirement

The Combatant must have a Dropped Weapon.

Procedure

  1. Choose one Dropped Weapon in one of the Combatant's Weapon Slots.
  2. Flip that Weapon face up.

Rule

Recover Dropped Weapon uses the Combatant's Combat Action for that Combat Turn.

Rule

A recovered Weapon is immediately available after it is flipped face up.

Rule

A Combatant who recovers a Dropped Weapon does not also Attack with that recovered Weapon during the same Combat Turn unless a rule specifically states otherwise.

SECTION_ID: DISENGAGE

Disengage

Action Type

Combat Action

Requirement

The Combatant must spend [DISENGAGE_COST].

Requirement

The Combatant must choose an adjacent Room.

Procedure

  1. Spend 2 Kaos.
  2. Move the Combatant's Portrait to the chosen adjacent Room.
  3. Remove that Combatant from the Combat Encounter.
  4. Remove that Combatant from Combat Order.

Rule

Disengage does not count as a Move Action.

Rule

Disengage does not trigger a Move Action Perception Check.

Rule

Disengage does not trigger a Random Encounter from movement.

Rule

A Combatant may Disengage into a Room containing a Jelly Cube.

Rule

Disengage may cause end-of-turn consequences later if another rule checks the Room occupied by the Player's Portrait.

Rule

If a Combatant cannot spend [DISENGAGE_COST], they cannot Disengage, but they can Flee.

Reference

Move Action (05_ACTIONS > MOVE_ACTION)

Reference

End of Turn Process (02_GAME_STRUCTURE > END_OF_TURN_PROCESS)

SECTION_ID: FLEE

Flee

Action Type

Combat Action

Requirement

The Combatant must choose an adjacent Room.

Procedure

  1. Move the Combatant's Portrait to the chosen adjacent Room.
  2. Remove that Combatant from the Combat Encounter.
  3. Remove that Combatant from Combat Order.
  4. Pause the Combat Encounter.
  5. That Combatant immediately draws and resolves one Random Encounter.
  6. Resolve any Death Process or Victory Check caused by that Random Encounter.
  7. After the Random Encounter and any resulting interruptions are fully resolved, check the Combat End Condition.
  8. If the Combat Encounter has not ended, resume Combat with the next Combatant in Combat Order.

Rule

Flee does not count as a Move Action.

Rule

Flee does not trigger a Move Action Perception Check.

Rule

Flee causes the fleeing Combatant to draw and resolve one Random Encounter as part of the Flee Action.

Rule

The Random Encounter caused by Flee is resolved according to 10_RANDOM_ENCOUNTERS > DRAWING_AND_RESOLVING_RANDOM_ENCOUNTERS (Drawing and Resolving Random Encounters).

Rule

A Combatant may Flee into a Room containing a Jelly Cube.

Rule

Flee may cause end-of-turn consequences later if another rule checks the Room occupied by the Player's Portrait.

Reference

Move Action (05_ACTIONS > MOVE_ACTION)

Reference

End of Turn Process (02_GAME_STRUCTURE > END_OF_TURN_PROCESS)

Reference

Death Process (09_DEATH_AND_VICTORY > DEATH_PROCESS)

Reference

Victory Checks (02_GAME_STRUCTURE > VICTORY_CHECKS)

Reference

Drawing and Resolving Random Encounters (10_RANDOM_ENCOUNTERS > DRAWING_AND_RESOLVING_RANDOM_ENCOUNTERS)

SECTION_ID: COMBAT_END_CONDITION

Combat End Condition

Rule

A Combat Encounter continues while two or more Combatants remain.

Rule

A Combat Encounter ends immediately when fewer than two Combatants remain.

Rule

After each Combat Turn, Death Process, Fall Resolution, Final Death, Disengage, Flee, or other Combatant removal, check whether the current Combat End Condition is still met.

Rule

If a Combatant leaves Combat by Flee, do not check the Combat End Condition until the Random Encounter caused by Flee has been fully resolved.

Rule

If fewer than two Combatants remain, end the Combat Encounter.

Reference

Death During Combat (09_DEATH_AND_VICTORY > DEATH_DURING_COMBAT)

SECTION_ID: END_OF_COMBAT

End of Combat

Rule

When a Combat Encounter ends, restore all Dropped Weapons.

Rule

Remove the Combat Encounter game state.

Rule

If a Combat Encounter interrupted a Turn, normal gameplay resumes from the point where it was interrupted unless a rule specifically states otherwise.

Rule

If the Active Player initiated the Combat Encounter and remains a Surviving Player, the Active Player's Turn continues with any remaining Turn Actions.

Rule

If the Active Player initiated the Combat Encounter and is no longer a Surviving Player, the Active Player's Turn ends after the Combat Encounter and any interrupted effect are resolved as far as possible.

Rule

Players who participated in a Combat Encounter still resolve their later positions in Turn Order according to their current Player state.

Rule

If a Combat Encounter was initiated by a rule outside a Player's Turn, resume gameplay according to the rule that initiated the Combat Encounter.

Reference

Actions and Combat Interruption (05_ACTIONS > ACTIONS_AND_COMBAT_INTERRUPTION)

Reference

Combat Encounters (02_GAME_STRUCTURE > COMBAT_ENCOUNTERS)

SECTION_ID: COMBAT_SUMMARY

Combat Summary

Combat Encounter

A Combat Encounter begins through Ambush, accepted Challenge, or another rule that initiates Combat.

Combatants

The initiating Player, primary target, and all other non-Hidden Players in the Combat Room become Combatants.

Combat Order

Ambush makes the ambusher first and the primary target second. Challenge uses the result of the Challenge Action to determine who is first and second. Other Combatants act afterward in Combat Order from highest Final Result to lowest Final Result after making Contested Quickness Checks using current Quickness.

First Attack Target

During the first Combatant's first Combat Turn, that Combatant may only make Attacks against the other Combatant from the initiating pair unless that target is no longer a Combatant.

Combat Turn

On a Combat Turn, a Combatant may take available Free Actions and one Combat Action.

Attack

A Combatant may make a Melee Attack using current Brawn or a Ranged Attack using current Quickness.

Attack Check

A Melee Attack uses a Melee Attack Check, which is a Brawn Check against the target's current Defense.

Attack Check

A Ranged Attack uses a Ranged Attack Check, which is a Quickness Check against the target's current Defense.

Hit

An Attack Check hits if its Final Result is equal to or greater than the target's current Defense.

Critical Hit

A natural 20 on an Attack Check automatically hits and rolls Weapon Damage dice twice before adding the relevant current Stat once.

Damage

Successful Attacks deal Damage equal to the attack's Damage value plus the relevant current Stat, minimum 1.

Critical Failure

A natural 1 on an Attack Check may cause the attacking Weapon to become Dropped unless the roll is rerolled, Kaos is spent to increase it, or the Mystic Dagger was used.

Disengage

A Combatant may spend [DISENGAGE_COST] to move their Portrait to an adjacent Room and leave Combat.

Flee

A Combatant may move their Portrait to an adjacent Room, leave Combat, and immediately draw and resolve a Random Encounter.

End

Combat ends when fewer than two Combatants remain.

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.