File ID
08_LOOT_AND_INVENTORY
Loot and Inventory defines how item cards are drawn, acquired, equipped, stored, used, discarded, exchanged, and otherwise managed in Viva La Dungeon.
Loot is an item card drawn or acquired through gameplay. A Player's Inventory is the collection of Loot they possess as Equipped Loot in legal Equipment Slots and Stored Loot in Backpack Slots.
Defines Loot, Loot Decks, Inventory, Loot acquisition, Loot Management Windows, Equipping, Storing, Discarding, Gear Swaps, Consumable Loot, Plot Armor, and Loot movement between Players.
This document defines how Loot is managed after a rule or game effect instructs a Player to draw, gain, take, steal, equip, store, discard, or otherwise manage Loot.
This document does not define the Actions, Dungeon Bombs, Random Encounters, Combat effects, or Death Processes that create Loot instructions.
Open Chest is defined in 05_ACTIONS.
Combat rules, Damage, Dropped Weapons, and Combat-based Loot Opportunity triggers are defined in 06_COMBAT_ENCOUNTER.
Dungeon Bomb effects that involve Loot are initiated by 07_DUNGEON_BOMBS.
Death Processes and Loot Opportunities caused by Death are defined in 09_DEATH_AND_VICTORY.
Random Encounter effects that involve Loot are defined in 10_RANDOM_ENCOUNTERS.
SECTION_ID: LOOT_AUTHORITY_BOUNDARY
This document defines Loot management procedures.
If a rule or effect instructs a Player to draw, gain, take, steal, equip, store, discard, or otherwise manage Loot, resolve that Loot management according to this document.
This document does not create Loot rewards by itself.
The rule or effect that grants Loot determines which Player gains the Loot and which Loot type or specific Loot card is involved.
If an Action grants Loot, that Action is defined in 05_ACTIONS.
If a Combat effect grants, restricts, or modifies Loot, that Combat effect is defined in 06_COMBAT_ENCOUNTER.
If a Dungeon Bomb grants, restricts, or modifies Loot, that Dungeon Bomb effect is defined in 07_DUNGEON_BOMBS.
If a Death Process grants, restricts, or prevents a Loot Opportunity, that Death Process is defined in 09_DEATH_AND_VICTORY.
If a Random Encounter grants, restricts, or modifies Loot, that Random Encounter effect is defined in 10_RANDOM_ENCOUNTERS.
If Loot card text conflicts with a general rule in this document, the Loot card text applies to that Loot card unless another rule specifically states otherwise.
SECTION_ID: LOOT
Loot is an item card drawn or acquired through gameplay.
The standard Loot types are:
Plot Armor is a special starting Loot card.
Plot Armor is not part of any standard Loot deck.
Loot belongs to a Player while it is in that Player's Inventory.
Loot does not occupy a Room on the Map unless a rule specifically states otherwise.
SECTION_ID: LOOT_TYPES
Armor is Loot that may be equipped in an Armor Slot.
Weapon is Loot that may be equipped in a Weapon Slot.
Common Magic is Loot drawn from the Common Magic Deck.
Rare Magic is Loot drawn from the Rare Magic Deck.
Plot Armor is a special starting Loot card that occupies an Armor Slot and grants Defense while Equipped.
A Loot card's type determines which deck it belongs to and how it may be equipped, stored, used, or discarded.
A Loot card may have additional restrictions or permissions printed on the card.
SECTION_ID: LOOT_DECKS_AND_DISCARD_PILES
The standard Loot Decks are:
Each Loot Deck has its own discard pile.
Discarded Armor cards are placed in the Armor discard pile.
Discarded Weapon cards are placed in the Weapon discard pile.
Discarded Common Magic cards are placed in the Common Magic discard pile.
Discarded Rare Magic cards are placed in the Rare Magic discard pile.
Plot Armor is not discarded into a standard Loot discard pile.
When Plot Armor is discarded, return it to the game box unless a rule specifically states otherwise.
Loot discard piles are public information.
SECTION_ID: PUBLIC_LOOT_INFORMATION
All Loot in a Player's Inventory is public information.
Loot cards in Armor Slots, Weapon Slots, and Backpack Slots are kept face up unless a rule specifically states otherwise.
When a Player draws, gains, takes, equips, stores, uses, or discards Loot, that Player must announce what they are doing with that Loot.
A Player may inspect any public Loot at any time unless a rule specifically states otherwise.
SECTION_ID: INVENTORY
A Player's Inventory is the collection of Loot currently possessed by that Player.
A Player's Inventory consists of:
Equipped Loot is Loot occupying an appropriate Armor Slot or Weapon Slot.
Stored Loot is Loot occupying a Backpack Slot.
Plot Armor is part of a Player's Inventory while it occupies an Armor Slot.
The Mystic Dagger is not Loot.
The Mystic Dagger is not part of a Player's Inventory.
A Player's Portrait, Health Marker, Kaos Marker, Reroll Tokens, Hidden Tokens, and Dungeon Bomb Stack are not Inventory.
SECTION_ID: EQUIPMENT_SLOTS
A Patron Mat contains the following Equipment Slots:
A Patron Mat also contains Backpack Slots.
Equipment Slots and Backpack Slots are distinct from each other.
Each Slot may contain only one Loot card unless a rule specifically states otherwise.
SECTION_ID: ARMOR_SLOTS
A Player has five Armor Slots.
Armor Slots may contain Armor cards.
Armor Slots may contain Plot Armor.
Only Armor cards and Plot Armor may occupy Armor Slots unless a rule specifically states otherwise.
An Armor card occupying an Armor Slot is Equipped.
If an Armor card identifies a required Armor Slot, Armor Type, or placement restriction, that Armor card may only be equipped according to that restriction.
SECTION_ID: WEAPON_SLOTS
A Player has two Weapon Slots.
One Weapon Slot is designated for Melee Weapons.
One Weapon Slot is designated for Ranged Weapons.
Only Weapon cards may occupy Weapon Slots unless a rule specifically states otherwise.
A Weapon card occupying a Weapon Slot is Equipped.
A Melee Weapon may occupy the Melee Weapon Slot.
A Ranged Weapon may occupy the Ranged Weapon Slot.
If a Weapon card identifies additional placement restrictions, that Weapon card may only be equipped according to those restrictions.
SECTION_ID: BACKPACK_SLOTS
A Player's Backpack Slots are defined in 04_PLAYER_STRUCTURE.
Each Backpack Slot may contain one Loot card unless a rule specifically states otherwise.
Any type of Loot may be stored in a Backpack Slot unless a rule specifically states otherwise.
Loot in a Backpack Slot is Stored Loot.
Stored Loot is not Equipped unless a rule specifically states otherwise.
SECTION_ID: EQUIPPED_LOOT
Loot is Equipped when it occupies an appropriate Equipment Slot on a Patron Mat.
Equipped Armor provides its Defense, Stat bonuses, and other effects while occupying an Armor Slot.
Equipped Weapons are available for Attacks and other weapon-based effects while occupying a Weapon Slot unless they are unavailable for another reason.
A Dropped Weapon remains Equipped but is not available for Attacks until recovered or restored according to 06_COMBAT_ENCOUNTER.
Common Magic and Rare Magic are not Equipped by default.
Common Magic and Rare Magic may be Equipped only if that card or another rule specifically states how it may be Equipped.
Equipped Loot provides its game effects unless the Loot card or another rule specifically states otherwise.
SECTION_ID: STORED_LOOT
Loot is Stored when it occupies a Backpack Slot.
Stored Loot provides its game effects according to its card text unless it is a Weapon or Armor card, or another rule specifically states otherwise.
Armor stored in the Backpack does not provide Defense, Stat bonuses, or other effects.
Weapons stored in the Backpack are not available for Attacks or other weapon-based effects.
If a Stored Loot card grants Defense from the Backpack, include that Defense when calculating Defense according to 06_COMBAT_ENCOUNTER.
SECTION_ID: DRAWING_LOOT
When a Player is instructed to draw Loot, draw the specified number and type of Loot cards from the specified Loot Deck.
Loot is drawn from the top of the appropriate Loot Deck.
Loot cards are revealed when drawn.
If an effect instructs a Player to draw multiple Loot cards, draw all instructed Loot cards before resolving the Loot Management Window unless the effect specifically states otherwise.
If an effect lists multiple Loot types, draw those Loot types in the order listed unless the effect specifically states otherwise.
After Loot is drawn, the Player who drew that Loot resolves a Loot Management Window.
SECTION_ID: LOOT_DECK_EXHAUSTION
If a Player must draw from a Loot Deck and that Loot Deck does not contain enough cards, draw as many cards as possible.
If the Loot Deck is empty or becomes empty before the required draw is complete, shuffle that Loot Deck's discard pile to create a new face-down Loot Deck.
After the Loot Deck is refreshed, continue drawing until the required number of cards has been drawn or no cards remain available.
If both the Loot Deck and its discard pile are empty, no additional cards of that Loot type are drawn.
Refreshing a Loot Deck does not affect Loot currently in Player Inventories.
SECTION_ID: GAINING_AND_TAKING_LOOT
A Player gains Loot when a rule or effect gives Loot to that Player.
A Player takes Loot when a rule or effect moves Loot from another Player, game area, or source to that Player.
When a Player gains or takes Loot, that Player becomes the owner of that Loot unless a rule specifically states otherwise.
Loot taken from another Player is removed from that Player's Inventory.
After Loot is gained or taken, the gaining or taking Player resolves a Loot Management Window for that Loot unless a rule specifically states otherwise.
If a rule instructs a Player to take Loot from a specific location, such as a Backpack, only Loot in that location may be selected.
SECTION_ID: LOOT_MANAGEMENT_WINDOW
A Loot Management Window is the procedure used when a Player must decide what to do with newly acquired Loot or displaced Loot.
A Loot Management Window occurs when a Player draws, gains, takes, steals, receives, or otherwise acquires Loot unless a rule specifically states otherwise.
During a Loot Management Window, the managing Player must decide what happens to each newly acquired Loot card.
During a Loot Management Window, the managing Player may do any of the following with newly acquired Loot:
If newly acquired Loot replaces Loot already in a Slot, the replaced Loot becomes displaced Loot.
If newly acquired Armor causes Plot Armor to be discarded, Plot Armor is not displaced Loot and is not resolved through displaced Loot rules.
Displaced Loot must immediately be equipped in a legal Slot, stored in an empty Backpack Slot, used if legal, or discarded.
A Loot Management Window ends only when all newly acquired Loot and displaced Loot has been equipped, stored, used, or discarded.
A Player may not leave Loot unresolved.
If a Player cannot legally equip, store, or use Loot during a Loot Management Window, they must discard that Loot.
If multiple Loot cards are being managed at the same time, the managing Player chooses the order in which to manage them unless a rule specifically states otherwise.
Using a Loot card during a Loot Management Window must still obey that Loot card's timing rules.
A Player may use Consumable Loot during a Loot Management Window only if that Consumable Loot can legally be used at that time.
SECTION_ID: EQUIPPING_LOOT
To Equip Loot, place it into a legal Equipment Slot.
Equipping Loot does not spend a Turn Action unless a rule specifically states otherwise.
A Player may Equip newly acquired Loot during a Loot Management Window.
A Player may Equip Stored Gear during a Gear Swap.
A Player may not Equip Loot into an illegal Slot.
If an Equipment Slot is empty and the Loot is legal for that Slot, place the Loot in that Slot.
If an Equipment Slot is occupied, the Player may replace the occupying Loot only if the incoming Loot is legal for that Slot.
When Loot is equipped, its applicable effects begin immediately unless the card or another rule specifically states otherwise.
When Loot stops being Equipped, its Equipped effects end immediately unless the card or another rule specifically states otherwise.
SECTION_ID: REPLACING_EQUIPPED_LOOT
A Player may replace Equipped Loot when a rule allows them to Equip another Loot card into the occupied Slot.
The incoming Loot is placed into the Slot.
The previous Loot in that Slot becomes displaced Loot.
Plot Armor is an exception to this rule. If a Player equips an Armor card and that causes their Plot Armor to be discarded, Plot Armor is discarded instead of becoming displaced Loot.
Discarded Plot Armor may not be equipped in another Slot, stored in the Backpack, used, or managed as displaced Loot unless a rule specifically states otherwise.
Displaced Loot must immediately be equipped in another legal Slot, stored in an empty Backpack Slot, used if legal, or discarded.
If displaced Loot cannot be legally equipped, stored, or used, it must be discarded.
Replacing Equipped Loot may change the Player's Defense, Stat bonuses, available Weapons, or other game state immediately.
If Defense changes because Loot is replaced, recalculate Defense according to 06_COMBAT_ENCOUNTER.
SECTION_ID: STORING_LOOT
To Store Loot, place it into an empty Backpack Slot.
A Player may Store newly acquired Loot during a Loot Management Window.
A Player may Store Equipped Gear during a Gear Swap.
A Player may not Store Loot if all of their Backpack Slots are full unless they first create an empty Backpack Slot through a legal effect.
If a Player cannot Store a Loot card and does not Equip or use that Loot card, they must discard it.
SECTION_ID: DISCARDING_LOOT
Discarding Loot removes that Loot from the Player's Inventory.
When Loot is discarded, place it in its matching discard pile.
Discarded Plot Armor is returned to the game box unless a rule specifically states otherwise.
A Player may discard Loot during their own Player Turn when no Action or interruption is being resolved.
A Player may discard Loot during a Loot Management Window they are resolving.
A Player may not voluntarily discard Loot during a Combat Turn unless a rule specifically states otherwise.
A Player may not voluntarily discard Loot during another Player's Turn unless a rule specifically states otherwise.
Discarding Loot does not place that Loot in a Room.
Discarded Loot cannot be picked up from the Map unless a rule specifically states otherwise.
Loot in a discard pile may only leave that discard pile when a rule specifically instructs Players to move it, such as refreshing an empty Loot Deck.
SECTION_ID: GEAR
Gear means Armor or Weapons.
Armor cards are Gear.
Weapon cards are Gear.
Common Magic and Rare Magic are not Gear unless a rule specifically states otherwise.
Plot Armor is not Gear.
SECTION_ID: GEAR_SWAP
Free Action
Gear Swap is a Free Action.
Gear Swap follows the Free Action rules in 05_ACTIONS.
A Gear Swap may move one Equipped Gear card into an empty Backpack Slot.
A Gear Swap may move one Stored Gear card from the Backpack into an empty legal Equipment Slot.
A Gear Swap may exchange one Equipped Gear card with one Stored Gear card if the Stored Gear card is legal for the Equipment Slot occupied by the Equipped Gear card.
If a Gear Swap would leave a Loot card without a legal Slot, that Gear Swap may not be performed unless the Player discards the unresolved Loot immediately.
SECTION_ID: CONSUMABLE_LOOT
Consumable Loot is Loot that is used once and then discarded, removed, or otherwise expended.
A Loot card is Consumable Loot only if its card text or another rule indicates that it is consumed, discarded after use, spent, or otherwise expended.
Consumable Loot is used according to its card text.
If Consumable Loot is used as a Free Action, resolve that Free Action according to 05_ACTIONS during a Player Turn or according to 06_COMBAT_ENCOUNTER during a Combat Turn.
If Consumable Loot does not specify a timing, it may only be used during the controlling Player's own Player Turn when no Action or interruption is being resolved.
After Consumable Loot is used, discard it unless the card specifically states otherwise.
A Player may use Consumable Loot during a Loot Management Window only if that Loot can legally be used at that time.
Using Consumable Loot during a Loot Management Window may create or free a Backpack Slot.
SECTION_ID: MAGIC_LOOT
Common Magic and Rare Magic are Magic Loot.
Magic Loot may be stored in the Backpack.
Magic Loot may be used, consumed, equipped, or otherwise resolved only as instructed by its card text or another rule.
Magic Loot stored in the Backpack may provide effects only if the card specifically states that it provides effects from the Backpack.
If Magic Loot grants Defense while stored in the Backpack, include that Defense when calculating the Player's Defense.
If Magic Loot is discarded after use, place it in its matching discard pile.
SECTION_ID: ARMOR_LOOT
Armor may be Equipped in Armor Slots.
Armor provides Defense, Stat bonuses, and other effects while Equipped unless the Armor card specifically states otherwise.
Armor stored in the Backpack does not provide Defense, Stat bonuses, or other effects unless a rule specifically states otherwise.
If Armor has a specific Armor Slot, Armor Type, or placement restriction, it may only be Equipped according to that restriction.
When Armor becomes Equipped, recalculate Defense according to 06_COMBAT_ENCOUNTER.
When Armor stops being Equipped, recalculate Defense according to 06_COMBAT_ENCOUNTER.
SECTION_ID: WEAPON_LOOT
Weapons may be Equipped in Weapon Slots.
Weapons provide attack options while Equipped unless the Weapon card or another rule specifically states otherwise.
Weapons stored in the Backpack are not available for Attacks unless a rule specifically states otherwise.
Weapons stored in the Backpack may be moved into a legal Weapon Slot through a Gear Swap or another rule that allows the Weapon to be Equipped.
A Dropped Weapon remains in its Weapon Slot but is not available for Attacks until recovered or restored according to 06_COMBAT_ENCOUNTER.
A Dropped Weapon is not discarded.
A Dropped Weapon is not available to be stolen solely because it is Dropped.
SECTION_ID: PLOT_ARMOR
Every Player begins the game with Plot Armor as defined in 03_SETUP and 04_PLAYER_STRUCTURE.
Plot Armor occupies one Armor Slot.
Plot Armor is Equipped while occupying an Armor Slot.
Plot Armor does not have an Armor Type.
Plot Armor grants +5 Defense while Equipped.
Plot Armor is not part of the Armor Deck.
Plot Armor is not an Armor card.
Plot Armor may not be stored in the Backpack unless a rule specifically states otherwise.
The first time a Player equips any Armor card to any Armor Slot, discard that Player's Plot Armor before applying the new Armor, if that Player's Plot Armor is still Equipped.
Plot Armor discarded this way is not displaced Loot.
Plot Armor discarded this way may not be equipped in another Slot, stored in the Backpack, used, or managed through a Loot Management Window unless a rule specifically states otherwise.
If Plot Armor is discarded, return it to the game box unless a rule specifically states otherwise.
If a Player no longer has Plot Armor Equipped, this rule does not affect future Armor they equip.
If Defense changes because Plot Armor is discarded, recalculate Defense according to 06_COMBAT_ENCOUNTER.
SECTION_ID: OPEN_CHEST_LOOT
The Open Chest Action is defined in 05_ACTIONS.
When a Player successfully resolves an Open Chest Action, that Player draws Loot according to the Loot list displayed on the Chest Token.
Loot drawn from an Open Chest Action is managed through a Loot Management Window.
Removing or discarding the Chest Token is handled by 05_ACTIONS.
SECTION_ID: PICKPOCKET_LOOT
The Pickpocket Action is defined in 05_ACTIONS.
When a Player successfully resolves a Pickpocket Action, that Player chooses one Loot card from the target's Backpack and takes it.
Only Loot in the target's Backpack may be chosen for Pickpocket unless a rule specifically states otherwise.
Loot taken with Pickpocket is removed from the target's Inventory.
Loot taken with Pickpocket is managed by the taking Player through a Loot Management Window.
If the target's Backpack becomes empty, no further Loot may be chosen from that Backpack unless more Loot is later stored there.
SECTION_ID: DUNGEON_BOMB_LOOT
Dungeon Bombs are defined in 07_DUNGEON_BOMBS.
If a Dungeon Bomb instructs a Player to draw, gain, take, equip, store, discard, steal, or otherwise manage Loot, resolve that Loot instruction according to this document.
If a Dungeon Bomb creates a Loot instruction for more than one Player, resolve those Loot instructions in the order stated by the Dungeon Bomb.
If no order is stated, resolve those Loot instructions using the Core Timing Principle defined in 01_CORE_CONCEPTS.
SECTION_ID: RANDOM_ENCOUNTER_LOOT
Random Encounters are defined in 10_RANDOM_ENCOUNTERS.
If a Random Encounter instructs a Player to draw, gain, take, equip, store, discard, steal, or otherwise manage Loot, resolve that Loot instruction according to this document.
If a Random Encounter causes Death, pause Loot management and resolve the Death Process according to 09_DEATH_AND_VICTORY.
SECTION_ID: LOOT_OPPORTUNITIES
A Loot Opportunity is a Death-related opportunity for a Player to take Loot from another Player before that Loot is discarded or removed.
Loot Opportunities are created, granted, restricted, or prevented by 09_DEATH_AND_VICTORY.
This document does not determine whether a Loot Opportunity occurs.
When 09_DEATH_AND_VICTORY grants a Player permission to take Loot through a Loot Opportunity, the taking Player manages any Loot they take through a Loot Management Window.
Loot not taken through a Loot Opportunity is handled according to 09_DEATH_AND_VICTORY.
If a Loot Opportunity occurs during a Combat Encounter, resolve the timing of that Loot Opportunity according to 09_DEATH_AND_VICTORY and 06_COMBAT_ENCOUNTER.
SECTION_ID: LOOT_AND_DEFENSE
Loot may modify Defense only if that Loot or another rule specifically states that it modifies Defense.
Equipped Armor modifies Defense unless the Armor card specifically states otherwise.
Plot Armor modifies Defense while Equipped.
Stored Loot modifies Defense only if the Loot card or another rule specifically states that it modifies Defense while stored.
When Loot that modifies Defense is equipped, stored, discarded, used, taken, stolen, covered, removed, or otherwise changes state, recalculate Defense according to 06_COMBAT_ENCOUNTER.
SECTION_ID: LOOT_AND_STAT_BONUSES
Loot may modify Stats only if that Loot or another rule specifically states that it modifies Stats.
Equipped Armor provides its printed Stat bonuses while Equipped unless the Armor card specifically states otherwise.
Equipped Weapons provide printed Stat bonuses while Equipped only if the Weapon card or another rule specifically states that they do.
Stored Loot does not provide Stat bonuses unless that Loot or another rule specifically states that it provides Stat bonuses while stored.
When Loot that modifies Stats is equipped, stored, discarded, used, taken, stolen, removed, or otherwise changes state, recalculate any affected current Stat according to 04_PLAYER_STRUCTURE.
If a Stat bonus changes during a Check or Damage calculation, use the Stat value that is current at the time that Check or Damage calculation is resolved.
SECTION_ID: LOOT_AND_DAMAGE
Weapons may provide Damage dice, Damage values, or Damage effects.
Weapon Damage is resolved according to 06_COMBAT_ENCOUNTER unless a rule specifically states otherwise.
Take A Shot uses the chosen Weapon's Damage as defined in 05_ACTIONS and 06_COMBAT_ENCOUNTER.
Magic Loot may cause Damage only if the card specifically states that it does.
SECTION_ID: LOOT_AND_DEATH_INTERRUPTION
If Death is triggered during Loot management, pause the current Loot management procedure and resolve the Death Process immediately according to 09_DEATH_AND_VICTORY.
After the Death Process is completed, check for Victory.
If Victory occurs, the game ends immediately.
If Victory does not occur, resume Loot management from the point of interruption if the interrupted Player is still a surviving Player and the Loot management procedure is still valid.
If the Player resolving a Loot Management Window is removed from the game, any unresolved Loot in that Loot Management Window is discarded unless the Death Process or another rule states otherwise.
SECTION_ID: LOOT_SUMMARY
Loot is an item card drawn or acquired through gameplay.
The standard Loot types are Armor, Weapon, Common Magic, and Rare Magic.
A Player's Inventory consists of Equipped Loot and Stored Loot.
Loot in a legal Armor Slot or Weapon Slot is Equipped.
Loot in a Backpack Slot is Stored.
A Backpack has three Slots and may store any type of Loot unless a rule states otherwise.
Armor provides Defense, Stat bonuses, and other effects while Equipped. Armor stored in the Backpack does not work unless a rule specifically states otherwise.
Weapons are available for Attacks while Equipped unless unavailable for another reason.
Common Magic and Rare Magic work according to their card text.
Plot Armor occupies an Armor Slot, grants +5 Defense while Equipped, and is discarded the first time that Player equips any Armor card. Plot Armor discarded this way is not displaced Loot.
When a Player acquires Loot, they must Equip, Store, Use, or Discard it.
Once during their Player Turn, a Player may perform one Gear Swap between Equipment Slots and Backpack Slots.
Discarded Loot leaves Inventory and goes to its matching discard pile. Discarded Loot is not placed in a Room.
If a Loot Deck runs out, shuffle its discard pile to create a new Loot Deck.
Loot Opportunities are determined by 09_DEATH_AND_VICTORY. Any Loot taken through a Loot Opportunity is managed according to this document.
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.