File ID
RULES_VARIANT_01_LEGENDARY_MONSTER_SKELETON_DUELIST
Early Access Play Test Version
The Legendary Monster Variant adds a hostile Skeleton Duelist to two- and three-Player games of Viva La Dungeon. This page defines the variant rules, Skeleton Duelist gameplay, and all variant components.
This is an Early Access playtest variant. It is required for two-Player games and optional for three-Player games. It is not intended for games with four or more Players unless another rule specifically states otherwise.
This playtest version is not intended to be combined with the Rules Extension: Zombies.
When this variant is not being used, ignore this page. When it is being used, it overrides the core rules only where it specifically says it does.
Defines the playtest Legendary Monster Variant and the Level 1 Skeleton Duelist implementation for Viva La Dungeon.
This variant introduces a hostile Legendary Monster that occupies the Map, participates in Combat Encounters, gains Armor, is moved and modified by Legendary Monster Dungeon Bombs, and must be defeated before a Player can achieve Victory.
This document defines both the variant rules and all Skeleton Duelist components used by the variant.
This is an Early Access playtest document.
This document does not permanently change the core Viva La Dungeon rules.
When this variant is not being used, ignore this document.
When this variant is being used, this document overrides core rules only where it specifically says it does.
All core rules not specifically modified by this document continue to function normally.
This Level 1 implementation uses the Skeleton Duelist. Future Legendary Monsters may have different cards, values, abilities, Dungeon Bombs, defeat procedures, or setup instructions.
The current playtest version is not intended to be combined with RULES_EXTENSION_01_ZOMBIES.
Reference: 00_ONTOLOGY > Player
Reference: 00_ONTOLOGY > Card
Reference: 00_ONTOLOGY > Portrait
Reference: 00_ONTOLOGY > Health
Reference: 00_ONTOLOGY > Defense
Reference: 00_ONTOLOGY > Check
Reference: 00_ONTOLOGY > Damage
Reference: 00_ONTOLOGY > Damage Die
Reference: 00_ONTOLOGY > Dungeon Haunted
Reference: 00_ONTOLOGY > Goblin Balls On Ya
Reference: 00_ONTOLOGY > Dungeon Bomb
Reference: 00_ONTOLOGY > Phase 1 Bomb
Reference: 00_ONTOLOGY > Phase 2 Bomb
Reference: 00_ONTOLOGY > Cube Room
Reference: Core Concepts — Checks.
Reference: Core Concepts — Perception Checks.
Reference: Core Concepts — Critical Success.
Reference: Core Concepts — Critical Failure.
Reference: Core Concepts — Dungeon Haunted.
Reference: Core Concepts — Goblin Balls On Ya.
Reference: Setup — Dungeon Bomb Deck Setup.
Reference: Actions — Ambush Action.
Reference: Actions — Challenge Action.
Reference: Actions — Pickpocket Action.
Reference: Actions — Take A Shot Action.
Reference: Combat Encounter — Combat Encounter.
Reference: Combat Encounter — Combat Order.
Reference: Combat Encounter — Attack Check Resolution.
Reference: Combat Encounter — Damage Calculation.
Reference: Dungeon Bombs — Active Dungeon Bomb Effects.
Reference: Loot and Inventory — Loot Management Window.
Reference: Death and Victory — Death Process.
Reference: Death and Victory — Victory Check.
SECTION_ID: VARIANT_PLAYER_COUNT
A two-Player game of Viva La Dungeon must use the Legendary Monster Variant.
A three-Player game may use the Legendary Monster Variant.
This playtest version is not intended for games with four or more Players unless another rule specifically states otherwise.
The Legendary Monster is not counted as a Player when determining Player count.
SECTION_ID: ADDITIONAL_COMPONENTS
To use the Level 1 Skeleton Duelist Legendary Monster Variant, add the following components:
The Skeleton Duelist Phase 1 Dungeon Bomb cards are:
The Skeleton Duelist Phase 2 Dungeon Bomb cards are:
The Skeleton Duelist skull icon printed at the top of a Dungeon Bomb identifies that card as a Skeleton Duelist Dungeon Bomb.
A Skeleton Duelist Dungeon Bomb displaying the Jelly Cube icon at the top is a Phase 2 Bomb.
A Skeleton Duelist Dungeon Bomb displaying the Skeleton Duelist skull icon without the Jelly Cube icon is a Phase 1 Bomb.
SECTION_ID: VARIANT_TERMS
Legendary Monster
Game Mechanic
A hostile non-Player entity represented by a Legendary Monster Card and a matching Legendary Monster Portrait.
LM
Game Mechanic
An abbreviation for Legendary Monster.
Legendary Monster Card
Game Component
A card defining a Legendary Monster's printed Health, Defense, Attack Check Bonus, Damage Die, Perception TN, and any card-specific rules.
Legendary Monster Portrait
Game Component
The physical game piece representing the Legendary Monster's location on the Map.
Legendary Monster Controller
Game Mechanic
The Player who makes required rolls and choices for the Legendary Monster.
Legendary Monster Attack Check
Game Mechanic
A d20 Check made by the Legendary Monster during its Combat Turn against a target Player's Defense.
Legendary Monster Damage
Game Mechanic
Damage dealt by the Legendary Monster using its printed Damage Die and applicable Legendary Monster modifiers.
Legendary Monster Armor
Game Mechanic
An Armor card placed face up next to the Legendary Monster Card and used only to increase the Legendary Monster's Defense.
Legendary Monster Armor Area
Game Mechanic
The face-up group of Armor cards placed next to the Legendary Monster Card.
Legendary Monster Dungeon Bomb
Game Component
A Dungeon Bomb created for a specific Legendary Monster and identified by that Legendary Monster's icon.
Legendary Monster Defeat
Game Mechanic
The procedure resolved when the Legendary Monster's Health reaches zero or lower.
Defeating Player
Game Mechanic
The surviving Player credited as the Damage Dealer for the Damage that reduced the Legendary Monster's Health to zero or lower.
SECTION_ID: LEGENDARY_MONSTER_CONTROL
THE LEGENDARY MONSTER IS CONTROLLED BY THE PLAYER TO YOUR LEFT.
During a Player Turn, the Legendary Monster Controller is the Player immediately to the Active Player's left.
When a Player resolves a Legendary Monster Dungeon Bomb, the Player immediately to that Player's left makes all required choices and rolls for the Legendary Monster.
During a Combat Encounter initiated by a Player, the Player immediately to the initiating Player's left controls the Legendary Monster for the entire Combat Encounter.
During a Combat Encounter initiated by a Legendary Monster Dungeon Bomb against a Player, the Player immediately to the challenged Player's left controls the Legendary Monster for the entire Combat Encounter.
The Legendary Monster Controller chooses the Legendary Monster's legal targets, makes Legendary Monster Attack Checks, rolls Legendary Monster Damage, resolves ties involving Legendary Monster choices, and makes any other decisions assigned to the Legendary Monster.
A Removed Player remains eligible to be the Legendary Monster Controller.
A Player controlling the Legendary Monster does not stop controlling their own Character.
The Legendary Monster Controller does not gain Victory if the Legendary Monster wins.
The Legendary Monster Controller may not spend their own Kaos, Reroll Tokens, Loot, Stats, Patron Bonus, or other personal resources on behalf of the Legendary Monster.
Control of the Legendary Monster does not make the Legendary Monster a Player-controlled Character.
SECTION_ID: LEGENDARY_MONSTER_SETUP
The Skeleton Duelist begins the game with no Legendary Monster Armor.
If the Random Encounter Deck being used contains a Skeleton Duelist Random Encounter card, remove that Random Encounter card from the game during Setup.
The Skeleton Duelist is active when play begins.
Reference: Setup — Component Setup.
Reference: Setup — Random Encounter Setup.
SECTION_ID: TWO_PLAYER_DUNGEON_BOMB_SETUP
For a two-Player game, separate the standard Dungeon Bombs and Cube Cards according to normal Setup.
Shuffle the 6 Skeleton Duelist Phase 1 Dungeon Bombs together.
Shuffle the 6 Skeleton Duelist Phase 2 Dungeon Bombs together.
Build the final Dungeon Bomb Deck from top to bottom as follows:
The complete two-Player Dungeon Bomb Deck contains 20 cards:
Reference: Setup — Dungeon Bomb Deck Setup.
Reference: Setup — Final Dungeon Bomb Deck.
SECTION_ID: THREE_PLAYER_DUNGEON_BOMB_SETUP
For a three-Player game using this variant, construct the standard three-Player Phase One and Phase Two piles, then add Skeleton Duelist Dungeon Bombs as defined in this section.
Shuffle the 6 Skeleton Duelist Phase 1 Dungeon Bombs together.
Shuffle the 6 Skeleton Duelist Phase 2 Dungeon Bombs together.
Build the final Dungeon Bomb Deck from top to bottom as follows:
The complete three-Player Dungeon Bomb Deck contains 26 cards:
Reference: Setup — Phase One Construction.
Reference: Setup — Phase Two Construction.
Reference: Setup — Final Dungeon Bomb Deck.
SECTION_ID: LEGENDARY_MONSTER_CARD_RULES
A Legendary Monster Card defines the Legendary Monster's gameplay values.
A Legendary Monster Card may display:
A Legendary Monster Card is not a Character Card.
A Legendary Monster Card is not Loot.
A Legendary Monster Card does not grant Character Stats unless it specifically states otherwise.
If Legendary Monster Card text conflicts with the general Legendary Monster rules, the Legendary Monster Card applies to that Legendary Monster unless another rule specifically states otherwise.
SECTION_ID: SKELETON_DUELIST_COMPONENTS
Component ID: LEGENDARY_MONSTER_LEVEL1_SKELETON_DUELIST
Legendary Creature
1
LEVEL_1
20
13
3
d6
10
5
Starting Health 20. Perception TN 13. Attack Check Bonus +3. Damage d6. Defense 10 plus Armor.
Manual clarification: Track the Skeleton Duelist's Health on the numbered spaces printed on the card. The heart space represents 20 Health. The printed Armor arrow indicates that Defense is calculated using Starting Defense plus the Defense bonuses from Armor in the Legendary Monster Armor Area.
Component ID: LEGENDARY_MONSTER_PORTRAIT_LEVEL1_SKELETON_DUELIST
1
LEVEL_1
ROOM_1
Manual clarification: The Skeleton Duelist Portrait represents the Skeleton Duelist's location on the Map. Place it in Room 1 during Setup.
SECTION_ID: LEGENDARY_MONSTER_MOVEMENT
The Legendary Monster does not take Player Turns or Move Actions.
The Legendary Monster moves only when a Legendary Monster Dungeon Bomb, Legendary Monster Card, or other rule specifically instructs it to move.
When a rule instructs the Legendary Monster to move to a specific Room, place its Portrait directly in that Room.
Legendary Monster movement created by a card does not require adjacency unless the card specifically states otherwise.
Legendary Monster movement does not require a Perception Check.
Legendary Monster movement does not draw a Random Encounter.
The Legendary Monster cannot voluntarily move, Flee, or Disengage.
SECTION_ID: LEGENDARY_MONSTER_AND_CUBES
The Legendary Monster may occupy a Cube Room.
The Legendary Monster does not take Jelly Cube Damage.
The Legendary Monster does not resolve Cube Room End Effects.
Jelly Cube Tokens do not prevent Legendary Monster movement.
The presence of the Legendary Monster does not prevent Jelly Cube Token placement.
The Legendary Monster is affected by Cube Confused while its Portrait is in a Cube Room and the Cube Confused Dungeon Bomb is active.
Reference: Dungeon Bombs — Cube Rooms.
Reference: Dungeon Bombs — Cube Room End Effects.
SECTION_ID: LEGENDARY_MONSTER_HEALTH
The Legendary Monster has Health.
Set the Skeleton Duelist's Health to 20 during Setup.
Track the Legendary Monster's current Health using the Health track printed on the Legendary Monster Card and an available Health Marker.
Damage dealt to the Legendary Monster reduces its Health.
The Legendary Monster cannot heal or gain Health unless a Legendary Monster Card, Legendary Monster Dungeon Bomb, or other rule specifically states otherwise.
When the Legendary Monster's Health reaches zero or lower, pause the current process and resolve Legendary Monster Defeat.
Legendary Monster Defeat is not the Player Death Process.
SECTION_ID: LEGENDARY_MONSTER_ARMOR
Armor placed face up next to the Legendary Monster Card becomes Legendary Monster Armor.
Keep all Legendary Monster Armor face up in the Legendary Monster Armor Area.
Legendary Monster Armor is public information.
Legendary Monster Armor is not part of a Player's Inventory.
Legendary Monster Armor is not Equipped.
Legendary Monster Armor does not occupy Armor Slots or Backpack Slots.
The Legendary Monster gains only the printed Defense bonus from each Armor card in the Legendary Monster Armor Area.
The Legendary Monster does not gain Stats, card abilities, Armor Set benefits, slot-based benefits, or any other effect from Legendary Monster Armor.
Rare Magic, Common Magic, Weapons, Plot Armor, and cards that are not standard Armor cards cannot become Legendary Monster Armor unless a rule specifically states otherwise.
The Skeleton Duelist may have no more than 5 Legendary Monster Armor cards.
Whenever the Skeleton Duelist has more than 5 Legendary Monster Armor cards, discard Legendary Monster Armor until exactly 5 remain.
When discarding Legendary Monster Armor because the limit was exceeded, discard the Armor card with the lowest printed Defense bonus first.
If multiple Armor cards are tied for the lowest printed Defense bonus, the Legendary Monster Controller chooses which tied Armor card is discarded.
Discarded Legendary Monster Armor is placed in the Armor discard pile.
The Legendary Monster cannot voluntarily discard, replace, rearrange, store, use, or transfer Legendary Monster Armor.
Legendary Monster Armor cannot be targeted by Pickpocket or by effects that target a Player's Inventory, Equipped Loot, Stored Loot, Backpack, or Armor Slots.
Reference: Core Armor Deck — Core Armor Deck Rules.
Reference: Loot and Inventory — Discarding Loot.
SECTION_ID: LEGENDARY_MONSTER_DEFENSE
The Legendary Monster has Defense.
The Skeleton Duelist's Starting Defense is 10.
Only the Skeleton Duelist's Starting Defense and Legendary Monster Armor are included in this calculation unless a rule specifically states that it modifies Legendary Monster Defense.
The Legendary Monster does not receive Defense from Patron Mats, Character Cards, Plot Armor, Stats, Statuses, Player Loot, Player Inventory, or effects that modify Player Defense.
Recalculate the Skeleton Duelist's Defense immediately whenever Armor enters or leaves the Legendary Monster Armor Area.
The Skeleton Duelist's current Defense is the Target Number for Attacks and Take A Shot Checks made against it.
Reference: Core Concepts — Target Number.
SECTION_ID: CHECKS_AGAINST_THE_LEGENDARY_MONSTER
A Check is against the Legendary Monster when the Check uses the Legendary Monster's Perception TN, Defense, or another value printed on or assigned to the Legendary Monster as its Target Number.
Attack Checks targeting the Legendary Monster are Checks against the Legendary Monster.
The Perception Check made to Ambush the Legendary Monster is a Check against the Legendary Monster.
Both Checks made while resolving Take A Shot against the Legendary Monster are Checks against the Legendary Monster.
A Legendary Monster Attack Check targeting a Player is not a Check against the Legendary Monster.
Dungeon Haunted and Goblin Balls On Ya modify Checks against the Legendary Monster according to the core Check modifier rules.
If a Check against the Legendary Monster has both Dungeon Haunted and Goblin Balls On Ya, the effects cancel according to 01_CORE_CONCEPTS.
Reference: Core Concepts — Dungeon Haunted.
Reference: Core Concepts — Goblin Balls On Ya.
SECTION_ID: ACTION_TARGETING_THE_LEGENDARY_MONSTER
The Legendary Monster is a legal target for Ambush, Challenge, and Take A Shot only according to the rules in this document.
The Legendary Monster cannot be targeted by Pickpocket.
The Legendary Monster cannot be targeted by Seek.
Allowing an Action to target the Legendary Monster does not make the Legendary Monster a Player.
SECTION_ID: AMBUSH_THE_LEGENDARY_MONSTER
A Player may target the Legendary Monster with Ambush while the Player and the Legendary Monster Portrait are in the same Room.
If the Perception Check succeeds, a Combat Encounter begins.
The Active Player is the initiating Player and the Legendary Monster is the primary target.
If the Perception Check fails, no Combat Encounter begins and the Ambush Action ends.
The Legendary Monster does not make a Contested Perception Check.
The Legendary Monster does not gain Kaos or another opponent reward when Ambush fails.
The normal started-the-Turn-Hidden benefit for Ambush may apply to the Perception Check.
If the Active Player was Hidden, remove Hidden before resolving Ambush according to the core Ambush rules.
Reference: Actions — Ambush Action.
SECTION_ID: CHALLENGE_THE_LEGENDARY_MONSTER
A Player may target the Legendary Monster with Challenge while the Player and the Legendary Monster Portrait are in the same Room.
The Legendary Monster always accepts a Challenge made by a Player.
Do not make the Contested Quickness Check normally caused by an accepted Challenge.
A Combat Encounter begins immediately.
The challenging Player is the initiating Player and is first in Combat Order.
The Legendary Monster is the primary target and is last in Combat Order.
Other eligible Players in the Combat Room join the Combat Encounter and determine their positions before the Legendary Monster according to Legendary Monster Combat Order.
Reference: Actions — Challenge Action.
SECTION_ID: LEGENDARY_MONSTER_CHALLENGES_A_PLAYER
A Legendary Monster challenges a Player only when a Legendary Monster Dungeon Bomb or another rule specifically instructs it to do so.
A Challenge initiated by the Legendary Monster does not spend a Turn Action.
The challenged Player chooses whether to accept or refuse the Challenge.
If the challenged Player refuses, no Combat Encounter begins.
The Legendary Monster and no Player gain the core Challenge decline reward.
Resolve any refusal instruction printed on the card that created the Challenge.
If the challenged Player accepts, a Combat Encounter begins immediately.
Do not make a Contested Quickness Check.
The challenged Player is first in Combat Order.
The Legendary Monster is the primary opposing Combatant and is last in Combat Order.
During the challenged Player's first Combat Turn, their first Attack must target the Legendary Monster.
Other eligible Players in the Combat Room join the Combat Encounter and determine their positions before the Legendary Monster according to Legendary Monster Combat Order.
Reference: Actions — Challenge Action.
Reference: Combat Encounter — First Attack Target.
SECTION_ID: TAKE_A_SHOT_AGAINST_THE_LEGENDARY_MONSTER
A Player may target the Legendary Monster with Take A Shot while the Legendary Monster Portrait is in an adjacent Room.
The Action ends.
Apply Damage using the chosen Ranged Weapon or Mystic Dagger according to the core Take A Shot rules.
The Legendary Monster does not make a Contested Perception Check.
The Legendary Monster does not gain Kaos or another opponent reward when either Check fails.
Natural 20 and Damage rules for Take A Shot continue to apply normally.
If Take A Shot reduces the Legendary Monster's Health to zero or lower, resolve Legendary Monster Defeat.
Reference: Actions — Take A Shot Action.
SECTION_ID: PICKPOCKET_AND_THE_LEGENDARY_MONSTER
The Legendary Monster cannot be targeted by Pickpocket.
Legendary Monster Armor is not a Backpack and cannot be taken through Pickpocket.
The Legendary Monster does not carry Weapons, Common Magic, Rare Magic, Backpack Loot, or other Player Inventory unless a rule specifically states otherwise.
Reference: Actions — Pickpocket Action.
Reference: Loot and Inventory — Pickpocket Loot.
SECTION_ID: LEGENDARY_MONSTER_COMBATANT
The Legendary Monster becomes a Combatant when a Player successfully Ambushes it, a Player Challenges it, it challenges a Player through a card effect and that Challenge is accepted, or another rule specifically initiates Combat with it.
If the Legendary Monster Portrait is in the Combat Room when any Combat Encounter begins, the Legendary Monster automatically becomes a Combatant even if it was not the initiating entity or primary target.
The Legendary Monster cannot become Hidden.
The Legendary Monster does not need to be a Player to be a Combatant under this variant.
The Legendary Monster remains a Combatant until it is defeated or the Combat Encounter ends.
The Legendary Monster cannot Flee or Disengage.
The Legendary Monster cannot voluntarily leave Combat.
A Player Combatant may Flee or Disengage normally.
SECTION_ID: LEGENDARY_MONSTER_COMBAT_ORDER
The Legendary Monster does not make a Quickness Check to determine Combat Order.
The Legendary Monster is always last in Combat Order.
If Ambush against the Legendary Monster begins Combat, the Ambushing Player is first, other eligible Player Combatants determine their positions normally, and the Legendary Monster is last.
If a Player Challenges the Legendary Monster, the challenging Player is first, other eligible Player Combatants determine their positions normally, and the Legendary Monster is last.
If the Legendary Monster challenges a Player and the Player accepts, the challenged Player is first, other eligible Player Combatants determine their positions normally, and the Legendary Monster is last.
If Combat begins between Players while the Legendary Monster is in the Combat Room, determine Player Combat Order normally, then place the Legendary Monster last.
The core First Attack Target restriction continues to apply to the initiating pair.
SECTION_ID: LEGENDARY_MONSTER_COMBAT_TURN
The Legendary Monster takes one Combat Turn whenever its position in Combat Order is reached.
A Legendary Monster Combat Turn is not a Player Turn.
The Legendary Monster cannot take Free Actions.
The Legendary Monster cannot choose Recover Dropped Weapon, Disengage, Flee, or another standard Combat Action.
During its Combat Turn, the Legendary Monster must make one Legendary Monster Attack if at least one legal Player target remains.
If no legal Player target remains, the Legendary Monster takes no action.
The Legendary Monster Controller chooses one surviving Player Combatant as the target of the Legendary Monster Attack.
The Legendary Monster cannot target itself.
SECTION_ID: LEGENDARY_MONSTER_ATTACK
Final Result >= target Player's current Defense
The Skeleton Duelist's printed Attack Check Bonus is +3.
A Legendary Monster Attack Check is a Check but is not a Stat Check.
The Legendary Monster has no Brawn or Quickness to add to the Check.
The Legendary Monster cannot spend Kaos.
The Legendary Monster cannot spend Reroll Tokens.
The Legendary Monster does not gain Critical Success rewards or Critical Failure rewards.
A natural 20 on a Legendary Monster Attack Check automatically succeeds.
A natural 1 on a Legendary Monster Attack Check automatically fails.
A natural 1 does not cause the Legendary Monster to drop a Weapon.
The Legendary Monster does not use a Weapon and cannot have a Dropped Weapon.
Reference: Combat Encounter — Attack Check Resolution.
SECTION_ID: LEGENDARY_MONSTER_DAMAGE
Legendary Monster Damage is Damage dealt by the Legendary Monster.
Unless a Legendary Monster Card or another rule specifically states otherwise, roll the Damage Die printed on the Legendary Monster Card.
The Skeleton Duelist's printed Damage Die is d6.
The Legendary Monster does not add Brawn, Quickness, or another Stat to Damage.
The Legendary Monster is the Damage Dealer even though the Legendary Monster Controller rolls the dice.
Legendary Monster Damage dealt during a Combat Encounter is Combat Damage for timing and Death interruption.
The Legendary Monster is not a Killing Player.
Death caused by Legendary Monster Damage does not create a Killing Player or Combat Death Loot Opportunity unless another rule specifically states otherwise.
If a natural 20 caused two Damage dice to be rolled, treat both dice as one Damage roll and add each applicable fixed Damage modifier once.
Reference: Core Concepts — Damage.
Reference: Death and Victory — Killing Player.
SECTION_ID: LEGENDARY_MONSTER_COMBAT_END
The Legendary Monster counts as a Combatant when checking whether fewer than two Combatants remain.
A Combat Encounter continues while the Legendary Monster and at least one Player Combatant remain.
If the Legendary Monster is defeated and fewer than two Player Combatants remain, end the Combat Encounter.
If all Player Combatants leave Combat through Death, Disengage, Flee, or another effect, end the Combat Encounter and leave the Legendary Monster Portrait in the Combat Room.
The core rule that immediately ends Combat when the Active Player dies does not end the Combat Encounter if at least two Combatants remain, including the Legendary Monster.
When Combat ends, normal gameplay resumes according to the effect that initiated Combat unless Victory has occurred.
Reference: Combat Encounter — Combat End Condition.
Reference: Combat Encounter — End of Combat.
SECTION_ID: LEGENDARY_MONSTER_DEFEAT
The Legendary Monster's Health reaches zero or lower.
Legendary Monster Defeat is not Death.
Do not resolve the Player Death Process for the Legendary Monster.
Legendary Monster Defeat does not create a Killing Player, Dying Player, Removed Player, Death Source, Loot Interrupt Attack, Party Combat Loot Interruption, or normal Combat Death Loot Opportunity.
A Player is the Defeating Player only if that Player is the Damage Dealer for the Damage that triggered Legendary Monster Defeat and remains a surviving Player when the Armor reward is resolved.
The Defeating Player may take all Legendary Monster Armor or decline the reward.
The Defeating Player may not select only some of the Legendary Monster Armor through this reward.
If there is no eligible Defeating Player, discard all Legendary Monster Armor.
Future Legendary Monster Dungeon Bombs remain in the Dungeon Bomb Deck and resolve as much as possible after the Legendary Monster is defeated.
An instruction that requires the defeated Legendary Monster, its Portrait, or its Armor Area cannot be resolved unless another rule specifically restores that component.
Reference: Loot and Inventory — Loot Management Window.
SECTION_ID: LEGENDARY_MONSTER_VICTORY
This variant replaces the default final-surviving-Player Victory condition with the Victory conditions in this section.
A Player achieves Victory only when both of the following conditions are true:
The Legendary Monster achieves Victory when no Surviving Players remain.
If exactly one Surviving Player remains while the Legendary Monster is not defeated, the game continues.
If the Legendary Monster is defeated while two or more Surviving Players remain, the game continues.
After every completed Player Death Process, perform a Legendary Monster Victory Check instead of the normal core Victory Check.
After Legendary Monster Defeat, perform a Legendary Monster Victory Check.
If a Player achieves Victory, the game ends immediately and that Player is declared the winner.
If the Legendary Monster achieves Victory, the game ends immediately and the Legendary Monster is declared the winner.
The Legendary Monster Controller is not declared the winner when the Legendary Monster wins.
If multiple pending effects could create different Victory outcomes, resolve them according to the core timing rules. The first Victory that occurs ends the game immediately.
Reference: Game Structure — Game Objective.
Reference: Game Structure — Victory Checks.
Reference: Death and Victory — Victory Check.
SECTION_ID: LEGENDARY_MONSTER_VICTORY_CHECK
Do not declare a Player the winner solely because only one Surviving Player remains while the Legendary Monster is active.
SECTION_ID: LEGENDARY_MONSTER_DUNGEON_BOMB_RULES
Each component listed in the Skeleton Duelist Phase 1 Dungeon Bombs and Skeleton Duelist Phase 2 Dungeon Bombs sections is a Legendary Monster Dungeon Bomb.
Legendary Monster Dungeon Bombs are Dungeon Bombs.
Legendary Monster Dungeon Bombs are added to the standard Dungeon Bomb Deck only according to the setup rules in this document.
Legendary Monster Dungeon Bombs are drawn, revealed, read aloud, resolved, and placed in Player Dungeon Bomb Stacks according to 07_DUNGEON_BOMBS unless this document or the card specifically states otherwise.
CARD_DESCRIPTION provides a text transcription of the printed card instruction, including instructions communicated through icons.
ACTIVE_EFFECT identifies whether the card creates a continuing effect while face up on top of a Player's Dungeon Bomb Stack.
A Legendary Monster Dungeon Bomb with ACTIVE_EFFECT: Yes remains face up after resolution.
A Legendary Monster Dungeon Bomb with ACTIVE_EFFECT: No is flipped face down after resolution.
The Active Player is the Player resolving the Dungeon Bomb Step.
When a Legendary Monster Dungeon Bomb refers to "you" or "your," it refers to the Active Player.
The Player to the Active Player's left is the Legendary Monster Controller while that Dungeon Bomb resolves.
If Legendary Monster Dungeon Bomb text conflicts with a general rule in this document, the Dungeon Bomb text applies to that card unless another rule specifically states otherwise.
MANUAL_CLARIFICATION provides manual-facing explanation, icon translation, timing notes, or edge-case clarification for a card.
MANUAL_CLARIFICATION does not create a new card effect unless another rule specifically states otherwise.
Reference: Dungeon Bombs — Dungeon Bomb Stacks.
Reference: Dungeon Bombs — Active Dungeon Bomb Effects.
SECTION_ID: SKELETON_DUELIST_PHASE_1_DUNGEON_BOMBS
Each component listed in this section is a Phase 1 Bomb.
Each component listed in this section displays the Skeleton Duelist skull icon without the Jelly Cube Phase 2 icon.
Component ID: LM_SKELETON_DUELIST_INVITE_TO_DUEL
To first blood. Move the Skeleton Duelist to your Room. Make a Quickness Check 15. Success: gain the Event Reward. Failure: take 1d6 Damage.
3
1
No
Manual clarification: The printed Quickness icon and 15 indicate a Quickness Check 15. The tied scroll icon is the Event Reward Indicator. The d6 icon indicates 1d6 Damage on failure. This card does not initiate a Combat Encounter. Move the Skeleton Duelist Portrait directly to the Active Player's Room before making the Check. Damage caused by this card is non-Combat Damage, and the Dungeon Bomb is the Damage Dealer. Flip this card face down after resolution.
Component ID: LM_SKELETON_DUELIST_ARMOR_UP
Move the Skeleton Duelist to any Room with a Chest Token. If no Room has a Chest Token, ignore this card. Remove the Chest Token and draw all required cards. Discard Weapons and Magic. Place Armor face up next to the Duelist's card.
3
1
No
Manual clarification: The Legendary Monster Controller chooses the Room if more than one Room contains a Chest Token. Move the Skeleton Duelist Portrait directly to the chosen Room. Resolve the Loot list displayed by the removed Chest Token without making an Open Chest Check. Draw all listed Loot. Discard each Weapon, Common Magic, and Rare Magic card to its matching discard pile. Place each standard Armor card drawn into the Legendary Monster Armor Area. Do not resolve a Player Loot Management Window for these cards. Apply the 5-Armor limit after placing Armor. If no Room contains a Chest Token when this card resolves, do not move the Skeleton Duelist, remove a Chest Token, or draw Loot. Flip this card face down after resolution.
SECTION_ID: SKELETON_DUELIST_PHASE_2_DUNGEON_BOMBS
Each component listed in this section is a Phase 2 Bomb.
Each component listed in this section displays the Jelly Cube Phase 2 icon and the Skeleton Duelist skull icon at the top of the card.
Component ID: LM_SKELETON_DUELIST_THAT_STARE
All Checks against the Skeleton Duelist are Dungeon Haunted.
1
2
Yes
Manual clarification: While this card is face up on top of a Player's Dungeon Bomb Stack, each Check against the Skeleton Duelist has Dungeon Haunted. This includes Perception Checks made to Ambush it, both Checks made during Take A Shot against it, and Attack Checks targeting it. This does not modify Skeleton Duelist Attack Checks against Players. Keep this card face up after resolution.
Component ID: LM_SKELETON_DUELIST_BONES_MERCY
Add +3 to all Skeleton Duelist Damage rolls.
1
2
Yes
Manual clarification: While this card is face up on top of a Player's Dungeon Bomb Stack, add +3 to each completed Skeleton Duelist Damage roll. If a Critical Success causes two Damage dice to be rolled, add +3 once to the combined Damage roll, not once per die. Keep this card face up after resolution.
Component ID: LM_SKELETON_DUELIST_DEATH_CALLS
Move the Skeleton Duelist to your Room. He takes the Challenge Action against you. If you refuse, draw 1 Armor and place it next to the Duelist's card.
3
2
No
Manual clarification: Move the Skeleton Duelist Portrait directly to the Active Player's Room. The Active Player then chooses whether to accept or refuse the Challenge. If accepted, begin a Combat Encounter according to Legendary Monster Challenges a Player. If refused, no Combat Encounter begins, no Challenge decline reward is granted, and the Active Player draws 1 card from the Armor Deck and places it face up in the Legendary Monster Armor Area. The Active Player does not gain or manage that Armor. Apply the 5-Armor limit after placing it. Flip this card face down after the Challenge or refusal instruction has been fully resolved.
Component ID: LM_SKELETON_DUELIST_CUBE_CONFUSED
If the Skeleton Duelist is in a Room with a Jelly Cube, all Checks against it have Goblin Balls On Ya.
1
2
Yes
Manual clarification: While this card is face up on top of a Player's Dungeon Bomb Stack and the Skeleton Duelist Portrait is in a Cube Room, each Check against the Skeleton Duelist has Goblin Balls On Ya. This includes Perception Checks made to Ambush it, both Checks made during Take A Shot against it, and Attack Checks targeting it. If That stare.. is also active, Goblin Balls On Ya and Dungeon Haunted cancel according to the core rules. Keep this card face up after resolution.
SECTION_ID: LEGENDARY_MONSTER_VARIANT_SUMMARY
The variant is required for two Players and optional for three Players in this playtest version.
Place the Skeleton Duelist in Room 1 with 20 Health and no Armor. Add 3 random Skeleton Duelist Phase 1 Dungeon Bombs and 3 random Skeleton Duelist Phase 2 Dungeon Bombs to the appropriate Phase piles.
The Legendary Monster is controlled by the Player to your left.
The Skeleton Duelist moves only when a Skeleton Duelist Dungeon Bomb or another specific rule moves it.
The Skeleton Duelist may occupy Cube Rooms but does not take Jelly Cube Damage or resolve Cube Room End Effects.
Skeleton Duelist Defense equals 10 plus the Defense bonuses from up to 5 Armor cards placed face up next to its card.
Skeleton Duelist Armor grants Defense only. It grants no Stats, abilities, set effects, or slot benefits.
Players may Ambush, Challenge, and Take A Shot against the Skeleton Duelist according to this document. The Skeleton Duelist cannot be Pickpocketed.
The Skeleton Duelist automatically joins Combat in its Room, never rolls for Combat Order, and always acts last.
The Skeleton Duelist attacks with d20 +3 against a Player's Defense and deals 1d6 Damage plus applicable Skeleton Duelist Damage modifiers.
The Skeleton Duelist gains no critical rewards and never drops a Weapon.
At zero or lower Health, remove the Skeleton Duelist Portrait. The Defeating Player may take all Armor next to its card and resolve one Loot Management Window.
Exactly one Surviving Player remains and the Skeleton Duelist has been defeated.
No Surviving Players remain.
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.