Seed Patterns

From Kingdom Death Wiki

Seed patterns are an optional component you can add to your campaign. Seed patterns come from an enigmatic font of ideas that continues to inspire new gear schematics.[1]

Adding Seed Patterns[edit | hide | hide all]

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 GCE Icon Story Event Icon Designs and Dandelions.[1]

Current Campaigns[edit | hide]

If a survivor has already reached 3+ understanding, reach the new settlement milestone during the Check Milestones step of your next settlement phase.[1]

Anatomy of a Seed Pattern Card[edit | hide]

Seed pattern cards allow survivors to craft perplexing gear. These gear often have bizarre crafting challenges.

  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 to organize your seed patterns.
  4. Crafting Limit Crafting Limit Icon: The total quantity of this seed pattern gear that your settlement can have at any time.
  5. Diagram: Shows an image of the seed pattern gear and its crafting process. For illustatrative 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.
  7. Cost: Lists the componenets that must be spent (archived) to craft this gear. These can be specific resource cards, resource types (constrained by the seed 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:

Grey steps are storytelling without rules.
Blue steps tell a story that includes a requirement (in bold) that must be met to craft seed pattern 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.[1]


Creating the Seed Pattern Deck[edit | hide]

Examine the keywords on all seed pattern cards to determine which seed patterns belong in your campaign. The seed pattern keywords will determine which cards to keep and which to set aside. If your campaign has all the keywords listed on the card, keep the card. Keywords are often monsters or game components (e.g. White Lion, Scouts, etc.). If any keyword is not in your campaign, your settlement cannot build the gear. Do not use that seed pattern.[2]

Add Base Seed Patterns[edit | hide]

Many seed pattern cards only have the seed keyword (or insight keyword). These base seed pattern cards should all be added to the seed pattern deck. Shuffle all aforementioned cards together to create the settlement's seed pattern deck. Draw from the deck when instructed to gain a seed pattern card.[2]

Gaining Seed Pattern Cards[edit | hide]

When survivors gain a seed pattern, draw a random card from the settlement's seed pattern deck. Then add it to the earned settlement's seed pattern cards. Record the gained seed pattern card on the settlement record sheet.[2]

The Drafting Table Innovation[edit | hide]

The Drafting Table innovation alters the revelatory moment survivors experience when they reach 3+ understanding. Enhanced 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 Core Game Icon Story Event Icon 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 card to the settlement's seed pattern list when it is gained.[2]

Crafting Seed Pattern Gear[edit | hide]

The process of crafting seed pattern gear is inspired by wild dreams and otherwordly 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.[2]

Spend the Cost[edit | hide]

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.[2]

Specific Era Costs[edit | hide]

If the cost includes resource types 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 the seed pattern or later.[2]

For example: 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, Flower Knight, Spidicules, Smog Singers, etc.).

Complete the Crafting Steps[edit | hide]

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 the steps but are not archived or removed from your settlement. These are varied and can include anything from gear keywords, survivors that have reached certain milestones or suffered in certain 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 discovered to craft them. Steps marked with a blue icon may tell the story of how requirements 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 process of a seed pattern gear.[2]

Gain Seed Pattern Gear[edit | hide]

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.[2]

Negative Seed Patterns[edit | hide]

Negative patterns are wild ideas that could arise in a survivor's head but may not find a comfortable place in a more serious campaign. Players should all agree if they want to add negative patterns to their campaign.[1]

List of Patterns[edit | hide]

001 - Rawhide Bandana
002 - Elder's Aegis
003 - Lucky Cat Fang Knife
004 - Imitation Butcher Mask
005 - Monster Trophy
006 - Sprinter Helm
007 - Dream Keeper Knife
008 - Dream Keeper Cowl
009 - Fingernail Whip
010 - Shadow Skleaver
011 - Tithe Box
012 - Cyclops Ledger
013 - ???
014 - Beast 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
034 - Piercing Claws
035 - Clasping Shield
036 - Spite Balm
037 - Refined Lantern Axe
038 - Soldier Lantern Cuirass
039 - ???
040 - Sundering Crossbow
041 - Lagomorph Kanobo
043 - Refined Lantern Sword
044 - ???
045 - ???
046 - Bravelink Pumpkin
047 - Hollowlink Pumpkin
048 - Sword of Doom

List of Negative Patterns[edit | hide]

-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
-024 - Jack O' Lantern
-025 - Regal Costume
-026 - Vivid Bian Pao

Notes[edit | hide]

  • The missing 13 and -13 seed pattern cards is a nod to Adam Poot's practice of taking the 13th model from all limited print runs.
  • Before the release of the Gambler's Chest Expansion, seed pattern cards had been released in multiple white box expansions. Rather that a seed keyword, these early cards featured an insight keyword and different card backs than the finalized design. These kits were released with an early developmental version (version 1.0, and version 1.2) of the seed pattern rules where they were just generally referred to as patterns. Other differences include referring to eras to as "arcs", which were otherwise undefined, and the requirement to gain the seed patterns being locked behind the Insight story event or a campaign's Insight milestone instead of gaining 3+ understanding.[3][4]

See Also[edit | hide]

References[edit | hide]

  1. 1.0 1.1 1.2 1.3 1.4 Gambler's Chest Expansion Rulebook, pg. 96
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Gambler's Chest Expansion Rulebook, pg. 97
  3. Pattern System ver 1.0
  4. Pattern System ver 1.2