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.

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

Source metadata

File ID

08_LOOT_AND_INVENTORY

File name

Viva La Dungeon Loot and Inventory

Version

1.1

Status

Active

Canonical definition

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.

Purpose

Defines Loot, Loot Decks, Inventory, Loot acquisition, Loot Management Windows, Equipping, Storing, Discarding, Gear Swaps, Consumable Loot, Plot Armor, and Loot movement between Players.

Authoritative for

  • Loot
  • Loot Types
  • Loot Decks
  • Loot Discard Piles
  • Inventory
  • Equipped Loot
  • Stored Loot
  • Backpack Slots
  • Drawing Loot
  • Gaining Loot
  • Taking Loot
  • Loot Management Windows
  • Equipping Loot
  • Storing Loot
  • Replacing Loot
  • Discarding Loot
  • Gear Swaps
  • Consumable Loot
  • Plot Armor
  • Public Loot Information
  • Loot Deck Exhaustion and Reshuffle

Notes

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

Loot Authority Boundary

Rule

This document defines Loot management procedures.

Rule

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.

Rule

This document does not create Loot rewards by itself.

Rule

The rule or effect that grants Loot determines which Player gains the Loot and which Loot type or specific Loot card is involved.

Rule

If an Action grants Loot, that Action is defined in 05_ACTIONS.

Rule

If a Combat effect grants, restricts, or modifies Loot, that Combat effect is defined in 06_COMBAT_ENCOUNTER.

Rule

If a Dungeon Bomb grants, restricts, or modifies Loot, that Dungeon Bomb effect is defined in 07_DUNGEON_BOMBS.

Rule

If a Death Process grants, restricts, or prevents a Loot Opportunity, that Death Process is defined in 09_DEATH_AND_VICTORY.

Rule

If a Random Encounter grants, restricts, or modifies Loot, that Random Encounter effect is defined in 10_RANDOM_ENCOUNTERS.

Rule

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

Rule

Loot is an item card drawn or acquired through gameplay.

Rule

The standard Loot types are:

  • Armor
  • Weapon
  • Common Magic
  • Rare Magic

Rule

Plot Armor is a special starting Loot card.

Rule

Plot Armor is not part of any standard Loot deck.

Rule

Loot belongs to a Player while it is in that Player's Inventory.

Rule

Loot does not occupy a Room on the Map unless a rule specifically states otherwise.

SECTION_ID: LOOT_TYPES

Loot Types

Armor

Armor is Loot that may be equipped in an Armor Slot.

Weapon

Weapon is Loot that may be equipped in a Weapon Slot.

Common_Magic

Common Magic is Loot drawn from the Common Magic Deck.

Rare_Magic

Rare Magic is Loot drawn from the Rare Magic Deck.

Plot_Armor

Plot Armor is a special starting Loot card that occupies an Armor Slot and grants Defense while Equipped.

Rule

A Loot card's type determines which deck it belongs to and how it may be equipped, stored, used, or discarded.

Rule

A Loot card may have additional restrictions or permissions printed on the card.

SECTION_ID: LOOT_DECKS_AND_DISCARD_PILES

Loot Decks and Discard Piles

Rule

The standard Loot Decks are:

  • Armor Deck
  • Weapon Deck
  • Common Magic Deck
  • Rare Magic Deck

Rule

Each Loot Deck has its own discard pile.

Rule

Discarded Armor cards are placed in the Armor discard pile.

Rule

Discarded Weapon cards are placed in the Weapon discard pile.

Rule

Discarded Common Magic cards are placed in the Common Magic discard pile.

Rule

Discarded Rare Magic cards are placed in the Rare Magic discard pile.

Rule

Plot Armor is not discarded into a standard Loot discard pile.

Rule

When Plot Armor is discarded, return it to the game box unless a rule specifically states otherwise.

Rule

Loot discard piles are public information.

SECTION_ID: PUBLIC_LOOT_INFORMATION

Public Loot Information

Rule

All Loot in a Player's Inventory is public information.

Rule

Loot cards in Armor Slots, Weapon Slots, and Backpack Slots are kept face up unless a rule specifically states otherwise.

Rule

When a Player draws, gains, takes, equips, stores, uses, or discards Loot, that Player must announce what they are doing with that Loot.

Rule

A Player may inspect any public Loot at any time unless a rule specifically states otherwise.

SECTION_ID: INVENTORY

Inventory

Rule

A Player's Inventory is the collection of Loot currently possessed by that Player.

Rule

A Player's Inventory consists of:

  • Equipped Loot
  • Stored Loot

Rule

Equipped Loot is Loot occupying an appropriate Armor Slot or Weapon Slot.

Rule

Stored Loot is Loot occupying a Backpack Slot.

Rule

Plot Armor is part of a Player's Inventory while it occupies an Armor Slot.

Rule

The Mystic Dagger is not Loot.

Rule

The Mystic Dagger is not part of a Player's Inventory.

Rule

A Player's Portrait, Health Marker, Kaos Marker, Reroll Tokens, Hidden Tokens, and Dungeon Bomb Stack are not Inventory.

SECTION_ID: EQUIPMENT_SLOTS

Equipment Slots

Rule

A Patron Mat contains the following Equipment Slots:

  • Armor Slots
  • Weapon Slots

Rule

A Patron Mat also contains Backpack Slots.

Rule

Equipment Slots and Backpack Slots are distinct from each other.

Rule

Each Slot may contain only one Loot card unless a rule specifically states otherwise.

SECTION_ID: ARMOR_SLOTS

Armor Slots

Rule

A Player has five Armor Slots.

Rule

Armor Slots may contain Armor cards.

Rule

Armor Slots may contain Plot Armor.

Rule

Only Armor cards and Plot Armor may occupy Armor Slots unless a rule specifically states otherwise.

Rule

An Armor card occupying an Armor Slot is Equipped.

Rule

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

Weapon Slots

Rule

A Player has two Weapon Slots.

Rule

One Weapon Slot is designated for Melee Weapons.

Rule

One Weapon Slot is designated for Ranged Weapons.

Rule

Only Weapon cards may occupy Weapon Slots unless a rule specifically states otherwise.

Rule

A Weapon card occupying a Weapon Slot is Equipped.

Rule

A Melee Weapon may occupy the Melee Weapon Slot.

Rule

A Ranged Weapon may occupy the Ranged Weapon Slot.

Rule

If a Weapon card identifies additional placement restrictions, that Weapon card may only be equipped according to those restrictions.

SECTION_ID: BACKPACK_SLOTS

Backpack Slots

Rule

A Player's Backpack Slots are defined in 04_PLAYER_STRUCTURE.

Rule

Each Backpack Slot may contain one Loot card unless a rule specifically states otherwise.

Rule

Any type of Loot may be stored in a Backpack Slot unless a rule specifically states otherwise.

Rule

Loot in a Backpack Slot is Stored Loot.

Rule

Stored Loot is not Equipped unless a rule specifically states otherwise.

SECTION_ID: EQUIPPED_LOOT

Equipped Loot

Rule

Loot is Equipped when it occupies an appropriate Equipment Slot on a Patron Mat.

Rule

Equipped Armor provides its Defense, Stat bonuses, and other effects while occupying an Armor Slot.

Rule

Equipped Weapons are available for Attacks and other weapon-based effects while occupying a Weapon Slot unless they are unavailable for another reason.

Rule

A Dropped Weapon remains Equipped but is not available for Attacks until recovered or restored according to 06_COMBAT_ENCOUNTER.

Rule

Common Magic and Rare Magic are not Equipped by default.

Rule

Common Magic and Rare Magic may be Equipped only if that card or another rule specifically states how it may be Equipped.

Rule

Equipped Loot provides its game effects unless the Loot card or another rule specifically states otherwise.

SECTION_ID: STORED_LOOT

Stored Loot

Rule

Loot is Stored when it occupies a Backpack Slot.

Rule

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.

Rule

Armor stored in the Backpack does not provide Defense, Stat bonuses, or other effects.

Rule

Weapons stored in the Backpack are not available for Attacks or other weapon-based effects.

Rule

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

Drawing Loot

Rule

When a Player is instructed to draw Loot, draw the specified number and type of Loot cards from the specified Loot Deck.

Rule

Loot is drawn from the top of the appropriate Loot Deck.

Rule

Loot cards are revealed when drawn.

Rule

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.

Rule

If an effect lists multiple Loot types, draw those Loot types in the order listed unless the effect specifically states otherwise.

Rule

After Loot is drawn, the Player who drew that Loot resolves a Loot Management Window.

SECTION_ID: LOOT_DECK_EXHAUSTION

Loot Deck Exhaustion

Rule

If a Player must draw from a Loot Deck and that Loot Deck does not contain enough cards, draw as many cards as possible.

Rule

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.

Rule

After the Loot Deck is refreshed, continue drawing until the required number of cards has been drawn or no cards remain available.

Rule

If both the Loot Deck and its discard pile are empty, no additional cards of that Loot type are drawn.

Rule

Refreshing a Loot Deck does not affect Loot currently in Player Inventories.

SECTION_ID: GAINING_AND_TAKING_LOOT

Gaining and Taking Loot

Rule

A Player gains Loot when a rule or effect gives Loot to that Player.

Rule

A Player takes Loot when a rule or effect moves Loot from another Player, game area, or source to that Player.

Rule

When a Player gains or takes Loot, that Player becomes the owner of that Loot unless a rule specifically states otherwise.

Rule

Loot taken from another Player is removed from that Player's Inventory.

Rule

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.

Rule

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

Loot Management Window

Definition

A Loot Management Window is the procedure used when a Player must decide what to do with newly acquired Loot or displaced Loot.

Rule

A Loot Management Window occurs when a Player draws, gains, takes, steals, receives, or otherwise acquires Loot unless a rule specifically states otherwise.

Rule

During a Loot Management Window, the managing Player must decide what happens to each newly acquired Loot card.

Options

During a Loot Management Window, the managing Player may do any of the following with newly acquired Loot:

  • Equip it in a legal Equipment Slot.
  • Store it in an empty Backpack Slot.
  • Use it if it is legal to use at that time.
  • Discard it.

Rule

If newly acquired Loot replaces Loot already in a Slot, the replaced Loot becomes displaced Loot.

Rule

If newly acquired Armor causes Plot Armor to be discarded, Plot Armor is not displaced Loot and is not resolved through displaced Loot rules.

Rule

Displaced Loot must immediately be equipped in a legal Slot, stored in an empty Backpack Slot, used if legal, or discarded.

Rule

A Loot Management Window ends only when all newly acquired Loot and displaced Loot has been equipped, stored, used, or discarded.

Rule

A Player may not leave Loot unresolved.

Rule

If a Player cannot legally equip, store, or use Loot during a Loot Management Window, they must discard that Loot.

Rule

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.

Rule

Using a Loot card during a Loot Management Window must still obey that Loot card's timing rules.

Rule

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

Equipping Loot

Rule

To Equip Loot, place it into a legal Equipment Slot.

Rule

Equipping Loot does not spend a Turn Action unless a rule specifically states otherwise.

Rule

A Player may Equip newly acquired Loot during a Loot Management Window.

Rule

A Player may Equip Stored Gear during a Gear Swap.

Rule

A Player may not Equip Loot into an illegal Slot.

Rule

If an Equipment Slot is empty and the Loot is legal for that Slot, place the Loot in that Slot.

Rule

If an Equipment Slot is occupied, the Player may replace the occupying Loot only if the incoming Loot is legal for that Slot.

Rule

When Loot is equipped, its applicable effects begin immediately unless the card or another rule specifically states otherwise.

Rule

When Loot stops being Equipped, its Equipped effects end immediately unless the card or another rule specifically states otherwise.

SECTION_ID: REPLACING_EQUIPPED_LOOT

Replacing Equipped Loot

Rule

A Player may replace Equipped Loot when a rule allows them to Equip another Loot card into the occupied Slot.

Rule

The incoming Loot is placed into the Slot.

Rule

The previous Loot in that Slot becomes displaced Loot.

Rule

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.

Rule

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.

Rule

Displaced Loot must immediately be equipped in another legal Slot, stored in an empty Backpack Slot, used if legal, or discarded.

Rule

If displaced Loot cannot be legally equipped, stored, or used, it must be discarded.

Rule

Replacing Equipped Loot may change the Player's Defense, Stat bonuses, available Weapons, or other game state immediately.

Rule

If Defense changes because Loot is replaced, recalculate Defense according to 06_COMBAT_ENCOUNTER.

SECTION_ID: STORING_LOOT

Storing Loot

Rule

To Store Loot, place it into an empty Backpack Slot.

Rule

A Player may Store newly acquired Loot during a Loot Management Window.

Rule

A Player may Store Equipped Gear during a Gear Swap.

Rule

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.

Rule

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

Rule

Discarding Loot removes that Loot from the Player's Inventory.

Rule

When Loot is discarded, place it in its matching discard pile.

Rule

Discarded Plot Armor is returned to the game box unless a rule specifically states otherwise.

Rule

A Player may discard Loot during their own Player Turn when no Action or interruption is being resolved.

Rule

A Player may discard Loot during a Loot Management Window they are resolving.

Rule

A Player may not voluntarily discard Loot during a Combat Turn unless a rule specifically states otherwise.

Rule

A Player may not voluntarily discard Loot during another Player's Turn unless a rule specifically states otherwise.

Rule

Discarding Loot does not place that Loot in a Room.

Rule

Discarded Loot cannot be picked up from the Map unless a rule specifically states otherwise.

Rule

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

Definition

Gear means Armor or Weapons.

Rule

Armor cards are Gear.

Rule

Weapon cards are Gear.

Rule

Common Magic and Rare Magic are not Gear unless a rule specifically states otherwise.

Rule

Plot Armor is not Gear.

SECTION_ID: GEAR_SWAP

Gear Swap

Action Type

Free Action

Rule

Gear Swap is a Free Action.

Rule

Gear Swap follows the Free Action rules in 05_ACTIONS.

Rule

A Gear Swap may move one Equipped Gear card into an empty Backpack Slot.

Rule

A Gear Swap may move one Stored Gear card from the Backpack into an empty legal Equipment Slot.

Rule

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.

Rule

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

Definition

Consumable Loot is Loot that is used once and then discarded, removed, or otherwise expended.

Rule

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.

Rule

Consumable Loot is used according to its card text.

Rule

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.

Rule

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.

Rule

After Consumable Loot is used, discard it unless the card specifically states otherwise.

Rule

A Player may use Consumable Loot during a Loot Management Window only if that Loot can legally be used at that time.

Rule

Using Consumable Loot during a Loot Management Window may create or free a Backpack Slot.

SECTION_ID: MAGIC_LOOT

Magic Loot

Rule

Common Magic and Rare Magic are Magic Loot.

Rule

Magic Loot may be stored in the Backpack.

Rule

Magic Loot may be used, consumed, equipped, or otherwise resolved only as instructed by its card text or another rule.

Rule

Magic Loot stored in the Backpack may provide effects only if the card specifically states that it provides effects from the Backpack.

Rule

If Magic Loot grants Defense while stored in the Backpack, include that Defense when calculating the Player's Defense.

Rule

If Magic Loot is discarded after use, place it in its matching discard pile.

SECTION_ID: ARMOR_LOOT

Armor Loot

Rule

Armor may be Equipped in Armor Slots.

Rule

Armor provides Defense, Stat bonuses, and other effects while Equipped unless the Armor card specifically states otherwise.

Rule

Armor stored in the Backpack does not provide Defense, Stat bonuses, or other effects unless a rule specifically states otherwise.

Rule

If Armor has a specific Armor Slot, Armor Type, or placement restriction, it may only be Equipped according to that restriction.

Rule

When Armor becomes Equipped, recalculate Defense according to 06_COMBAT_ENCOUNTER.

Rule

When Armor stops being Equipped, recalculate Defense according to 06_COMBAT_ENCOUNTER.

SECTION_ID: WEAPON_LOOT

Weapon Loot

Rule

Weapons may be Equipped in Weapon Slots.

Rule

Weapons provide attack options while Equipped unless the Weapon card or another rule specifically states otherwise.

Rule

Weapons stored in the Backpack are not available for Attacks unless a rule specifically states otherwise.

Rule

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.

Rule

A Dropped Weapon remains in its Weapon Slot but is not available for Attacks until recovered or restored according to 06_COMBAT_ENCOUNTER.

Rule

A Dropped Weapon is not discarded.

Rule

A Dropped Weapon is not available to be stolen solely because it is Dropped.

SECTION_ID: PLOT_ARMOR

Plot Armor

Rule

Every Player begins the game with Plot Armor as defined in 03_SETUP and 04_PLAYER_STRUCTURE.

Rule

Plot Armor occupies one Armor Slot.

Rule

Plot Armor is Equipped while occupying an Armor Slot.

Rule

Plot Armor does not have an Armor Type.

Rule

Plot Armor grants +5 Defense while Equipped.

Rule

Plot Armor is not part of the Armor Deck.

Rule

Plot Armor is not an Armor card.

Rule

Plot Armor may not be stored in the Backpack unless a rule specifically states otherwise.

Rule

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.

Rule

Plot Armor discarded this way is not displaced Loot.

Rule

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.

Rule

If Plot Armor is discarded, return it to the game box unless a rule specifically states otherwise.

Rule

If a Player no longer has Plot Armor Equipped, this rule does not affect future Armor they equip.

Rule

If Defense changes because Plot Armor is discarded, recalculate Defense according to 06_COMBAT_ENCOUNTER.

SECTION_ID: OPEN_CHEST_LOOT

Open Chest Loot

Rule

The Open Chest Action is defined in 05_ACTIONS.

Rule

When a Player successfully resolves an Open Chest Action, that Player draws Loot according to the Loot list displayed on the Chest Token.

Rule

Loot drawn from an Open Chest Action is managed through a Loot Management Window.

Rule

Removing or discarding the Chest Token is handled by 05_ACTIONS.

SECTION_ID: PICKPOCKET_LOOT

Pickpocket Loot

Rule

The Pickpocket Action is defined in 05_ACTIONS.

Rule

When a Player successfully resolves a Pickpocket Action, that Player chooses one Loot card from the target's Backpack and takes it.

Rule

Only Loot in the target's Backpack may be chosen for Pickpocket unless a rule specifically states otherwise.

Rule

Loot taken with Pickpocket is removed from the target's Inventory.

Rule

Loot taken with Pickpocket is managed by the taking Player through a Loot Management Window.

Rule

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 Bomb Loot

Rule

Dungeon Bombs are defined in 07_DUNGEON_BOMBS.

Rule

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.

Rule

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.

Rule

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 Encounter Loot

Rule

Random Encounters are defined in 10_RANDOM_ENCOUNTERS.

Rule

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.

Rule

If a Random Encounter causes Death, pause Loot management and resolve the Death Process according to 09_DEATH_AND_VICTORY.

SECTION_ID: LOOT_OPPORTUNITIES

Loot Opportunities

Rule

A Loot Opportunity is a Death-related opportunity for a Player to take Loot from another Player before that Loot is discarded or removed.

Rule

Loot Opportunities are created, granted, restricted, or prevented by 09_DEATH_AND_VICTORY.

Rule

This document does not determine whether a Loot Opportunity occurs.

Rule

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.

Rule

Loot not taken through a Loot Opportunity is handled according to 09_DEATH_AND_VICTORY.

Rule

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 and Defense

Rule

Loot may modify Defense only if that Loot or another rule specifically states that it modifies Defense.

Rule

Equipped Armor modifies Defense unless the Armor card specifically states otherwise.

Rule

Plot Armor modifies Defense while Equipped.

Rule

Stored Loot modifies Defense only if the Loot card or another rule specifically states that it modifies Defense while stored.

Rule

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 and Stat Bonuses

Rule

Loot may modify Stats only if that Loot or another rule specifically states that it modifies Stats.

Rule

Equipped Armor provides its printed Stat bonuses while Equipped unless the Armor card specifically states otherwise.

Rule

Equipped Weapons provide printed Stat bonuses while Equipped only if the Weapon card or another rule specifically states that they do.

Rule

Stored Loot does not provide Stat bonuses unless that Loot or another rule specifically states that it provides Stat bonuses while stored.

Rule

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.

Rule

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

Loot and Damage

Rule

Weapons may provide Damage dice, Damage values, or Damage effects.

Rule

Weapon Damage is resolved according to 06_COMBAT_ENCOUNTER unless a rule specifically states otherwise.

Rule

Take A Shot uses the chosen Weapon's Damage as defined in 05_ACTIONS and 06_COMBAT_ENCOUNTER.

Rule

Magic Loot may cause Damage only if the card specifically states that it does.

SECTION_ID: LOOT_AND_DEATH_INTERRUPTION

Loot and Death Interruption

Rule

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.

Rule

After the Death Process is completed, check for Victory.

Rule

If Victory occurs, the game ends immediately.

Rule

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.

Rule

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 Summary

Loot

Loot is an item card drawn or acquired through gameplay.

Loot_Types

The standard Loot types are Armor, Weapon, Common Magic, and Rare Magic.

Inventory

A Player's Inventory consists of Equipped Loot and Stored Loot.

Equipped_Loot

Loot in a legal Armor Slot or Weapon Slot is Equipped.

Stored_Loot

Loot in a Backpack Slot is Stored.

Backpack

A Backpack has three Slots and may store any type of Loot unless a rule states otherwise.

Armor

Armor provides Defense, Stat bonuses, and other effects while Equipped. Armor stored in the Backpack does not work unless a rule specifically states otherwise.

Weapon

Weapons are available for Attacks while Equipped unless unavailable for another reason.

Magic_Loot

Common Magic and Rare Magic work according to their card text.

Plot_Armor

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.

Loot_Management_Window

When a Player acquires Loot, they must Equip, Store, Use, or Discard it.

Gear_Swap

Once during their Player Turn, a Player may perform one Gear Swap between Equipment Slots and Backpack Slots.

Discard

Discarded Loot leaves Inventory and goes to its matching discard pile. Discarded Loot is not placed in a Room.

Loot_Deck_Exhaustion

If a Loot Deck runs out, shuffle its discard pile to create a new Loot Deck.

Death

Loot Opportunities are determined by 09_DEATH_AND_VICTORY. Any Loot taken through a Loot Opportunity is managed according to this document.

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.