Patterns

Patterns represent inspiration. They extend the range of gear that survivors can craft. Seed Patterns introduce a source of wild ideas, a table to fabricate outrageous new designs that provide novel solutions to gameplay challenges.

Defeat Indomitable monsters to obtain new resources that rouse the survivors' imagination.

Seed patterns offer a settlement an ongoing source of new invention. Survivors living with a Drafting Table constantly discover new configurations of resources and gear. The mysterious origin of their ideas is a small price to pay for the potential benefits they present.

## Patterns

Patterns have a novel arrangement of resources that allows settlements to craft gear not found at settlement locations. When a moment of inspiration strikes, survivors gain a pattern card.

#### Add Patterns to Campaigns

Patterns can appear in any campaign. Their inclusion is based on the components that make up your campaign. Patterns are not optional.

#### Pattern Cards

Pattern cards show the settlement how to build a specific pattern gear.

1. **Name:** The name of the pattern and the corresponding pattern gear
2. **Crafting limit:** The total quantity of this pattern gear that your settlement can have at any time
3. **Resource cost:** The resources you must spend to craft this pattern gear

#### Gaining Patterns

Survivors find inspiration everywhere, from an introspective moment to the sight of an overgrown monster organ. The game will instruct you to gain a pattern.

In the Gambler's Chest Expansion, patterns are gained by defeating high-level quarry monsters and exploring arc survivor philosophies.

##### Indomitable Resources

The Gambler's Chest Expansion quarry monsters have indomitable resources in addition to monster resources. They are rewarded to survivors who defeat level 3+ monsters. These monster parts are such outstanding specimens, they often inspire patterns.

#### Add Patterns to the Settlement

When you gain a pattern, take the corresponding pattern card from the pattern cards in your collection and move it to the settlement's pattern cards. List it in the Patterns section of the arc settlement record sheet.

During settlement setup, place all settlement patterns on the table.

#### Crafting Pattern Gear

During the Develop step of the Settlement Phase, you can craft any pattern gear as you would gear at a settlement location. Ensure you have the necessary resources on the pattern card, spend and archive those resources, and gain the corresponding pattern gear card.

## Seed Patterns

Seed patterns are an optional component you can add to a campaign. Seed Patterns come from an enigmatic font of ideas that continues to inspire new gear schematics.

### Negative Seed Patterns

Some seed patterns appear with negative-numbered White Box releases. Negative patterns are wild ideas that could arise in a survivor's head but may not find comfort in a more serious campaign. Players should all agree if they want to add negative patterns to their campaign.

### Adding Seed Patterns

To add seed patterns to a campaign, you will need to add the "First survivor to reach 3 understanding settlement milestone to the settlement record sheet. This milestone triggers  Designs and Dandelions.

#### Current Campaign

If a survivor has already reached 3+ understanding, reach the new settlement milestone during the Check Milestones step of your next Settlement Phase.

## Seed Pattern Cards

Seed Pattern cards allow survivors to craft perplexing gear with bizarre crafting challenges. Each Seed Pattern card consists of the following parts:

1. Name: The name of the seed pattern and the corresponding seed pattern gear.
2. Keywords: The keywords that determine which seed patterns belong in your campaign.
3. Number: A unique number (negative or positive) to organize your seed patterns.
4. Crafting Limit: The total quantity of this pattern gear that the settlement can have at any time.
5. Diagram: Shows an image of the pattern gear and the crafting process. For illustrative purposes only.\
6. Era: Eras are noted in roman numerals I - IV, corresponding to monster nodes 1 - 4. Craft this gear with resources from monsters in this or a later era. Prior to the release of the Gambler's Chest Expansion, eras were refered to as "arcs".
7. Cost: Lists the components that must be spent (archived) to craft this gear. These can be specific resource cards, resource types (constrained by the pattern's era), gear, vermin, etc.
8. Crafting Steps: The steps required to fabricate this seed pattern gear. Icons next to each step appear in three colors that denote the type of step.

Gray steps are storytelling without rules.

Blue steps tell a story that includes a requirement (in bold) that must be met to craft this gear.

Purple steps describe outcomes of crafting this gear. Some outcomes are tragic consequences, others are unexpected boons.

Crafting steps have requirements (in bold) that must be met to craft seed pattern gear. In addition to resource costs, requirements are needed to craft this gear but are neither spent nor archived. These requirements are broad, ranging from gear and settlement locations to survivors with specific attributes.

## Creating the Seed Pattern Deck

Examine the keywords on all seed pattern cards to determine which cards to keep and which to set aside.

If your campaign has all the keywords listed on a card, keep the card. Keywords are often monsters or game components (e.g., White Lion, Scout, etc). If any keyword is not in your campaign, your settlement cannot build the gear. Do not use that seed pattern.

### Adding Base Seed Cards

Many seed patterns only have the seed keyword. These base seed patterns should all be addded to the settlement's seed pattern deck.

Shuffle all the aforementioned cards together to create the settlement's seed pattern deck. Draw from this deck when instructed to gain a seed pattern.

## Gaining Seed Patterns

when survivors gain a seed pattern, draw a random card from the settlement's seed pattern cards. Update the Seed Patterns list on the settlement record sheet. Use the provided deck dividers to organize your collection and current campaign.

## The Drafting Table Innovation

The Drafting Table innovation alters the revelatory moment survivors experience when they reach 3+ understanding. Enchanced by the presence of the Drafting Table in the settlement, survivors are suddenly struck by transcendent inspiration.

Survivors may reach 3+ understanding at many moments in a lantern year. When they do, resolve any story events (such as  Insight, then gain the benefits of Drafting Table (draw a seed pattern card).

Even if they are away, the sheer magnitude of this earthshaking revelation ripples instantly through the settlement. Add the seed pattern to the settlement's seed pattern list when it is gained.

## Crafting Seed Pattern Gear

The process of crafting a seed pattern gear is inspired by wild dreams and otherworldly influences. It is often a bizarre and intricate journey. during the Develop step of the settlement phase, craft any seed pattern gear in your settlement by fulfilling all requirements of the seed pattern crafting process. Unless all elements of the crafting process can be completed, the gear cannot be crafted.

### Spend the Cost

The components listed as part of a seed pattern's cost must be archived in the process of crafting that seed pattern gear. Unlike most gear, the cost of seed pattern gear is not limited to resources.

### Specific Era Costs

If the cost includes a resource types (bone, organ, hide, etc.) instead of a named resource card, these resources must come from a monster (not basic resources), and that monster must appear in the era of that seed pattern or later.

Ex. an Itemsmith's Lens (Era II) costs 1x Broken Lantern and 1x Organ. The settlement spends a Broken Lantern basic resource and a resource with the organ keyword from their Node 2 quarry monster (Screaming Antelope, Spidicules, Flower Knight, Smog Singers, etc.).

### Complete the Crafting Steps

The peculiar steps of crafting seed pattern gear are listed on the card. These steps have terms in bold that are requirements. They must be present in your settlement to complete steps but are not archived or removed from your settlement. These are varied and can include anything from gear keywords, survivor that have reached certain miulestones or suffered inc ertain ways, and even story events that have been triggered. Required events will specify if they must occur this lantern year. If there is any uncertainty about met requirements, meet them again after the seed pattern is discoverd to craft the gear.

Steps marked with a blue icon may tell a story of how requirement s are used. Steps with a purple icon describe transformations that occur as a result of the crafting process. Update all survivors, gear, and items that change as you complete the crafting proccess of a seed pattern gear.

### Gain Seed Pattern Gear

When the cost is spent and the crafting steps are completed, gain the seed pattern gear and return the card to the settlement's earned seed pattern cards.

## List of Pattern Cards

* Beast Kunai
* Blood Drinker
* Bone Chibouk
* Colossal Chef's Carver
* Cruel Cleaver
* Curse Hammer
* Diamond Scab Katar
* Discordian
* Dome Buster
* Drum of Hope
* Fear Spear
* Immortal Arm
* Heartbow
* Heartstop Arrows
* Regal Plume
* Regicider
* Saxe
* Seditioner
* Unbreakable Zanbato
* Violet Armor Charm
* Violet Phoenix Faulds
* Violet Phoenix Gauntlets
* White Sunlion Mask

## List of Postiive Seed Pattern Cards

* 001 - Raw Hide Bandana
* 002 - Elder's Aegis
* 003 - Lucky Cat Fang Knife
* 004 - Imitation Butcher Mask
* 005 - Monster Trophy
* 006 - Sprinter Armor
* 007 - Dream Keeper Knife
* 008 - Dream Keeper Cowl
* 009 - Fingernail Whip
* 010 - Shadow Skleaver
* 011 - Tithe Box
* 012 - Cyclops Ledger
* 013 - ???
* 014 - Beaster Hunter Helm
* 015 - Hushing Harmonium
* 016 - Itemsmith's Lens
* 017 - Armorsmith's Tongs
* 018 - Weaponsmith's Hammer
* 019 - Ornate Rapier
* 020 - True Lantern Halberd
* 021 - Masamune
* 022 - Jarngreipr
* 023 - Backstabbing Stone
* 024 - Master Bone Dagger
* 025 - Heartseeker
* 026 - Death Defier
* 027 - Mighty Bone Axe
* 028 - Reaperjaw
* 029 - Ghost Garters - Legs
* 030 - Ghost Garters - Arms
* 031 - Ghostlink Pumpkin
* 032 - Scythe of Doom
* 033 - Robes of Dedheim
* 041 - Lagamorph Kanabo

## List of Negative Seed Pattern Cards

* -001 - Vault Key Earrings
* -002 - Plated Shield
* -003 - Tempered Spear
* -004 - Tempered Axe
* -005 - Tempered Dagger
* -006 - Telcric Eye Tac
* -007 - Durendal
* -008 - Afterdeath Brew
* -009 - Brave Dirndl
* -010 - Black Ghost Dagger
* -011 - Brazen Bat
* -012 - Vixen Tail
* -013 - ???
* -014 - Grim Muffler
* -015 - Gold Cat Costume
* -016 - Screaming Costume
* -017 - Retching Costume
* -018 - Big Bite Costume
* -019 - Hypersight Visor
* -020 - Plasma Cutter
* -021 - Blackstar Bikini
* -022 - Neko Twilight Armor
* -023 - Flower Costume