Kingdom Come Deliverance 2: How to play Dice and win
Everything you need to know about playing Dice in KCD2!

Image credit:Rock Paper Shotgun/Deep Silver

Not quite sure how to play Dice in Kingdom Come: Deliverance 2? Dice is to the Kingdom Come series as Gwent is to The Witcher : a fun 1v1 game you can play against various NPCs throughout the game, and which is startlingly deep and fun for a simple minigame. But for newcomers, it can be a bit baffling how everything works, and the tutorial doesn’t do the best job of explaining what’s going on in a game of Dice.
The game called Dice in Kingdom Come: Deliverance 2 is actually a real-life game called Farkle, and the rules in and out of game are identical. But in Kingdom Come: Deliverance 2, there are a few extra systems you need to think about, such as the use of unique weighted dice, and Dice Badges with special abilities. In the guide below, we’ll explain the rules of Dice, how to play, how different Dice Types and Dice Badges work, and how to win Dice almost every time.

How to play Dice in Kingdom Come Deliverance 2
The rules of Dice are actually very simple. The aim of the game is to be the first player to reach a certain number of points, and you earn points by rolling your dice, and selecting which dice you want to count towards your score.
Dice is a 1v1 game, and both players take turns trying to score points. When you first start your turn, you’ll roll six dice. Then, you can hover over each of your dice in turn with WASD , and select “Hold Die” on any dice that you want to count towards your score.
Certain groups of dice give you different numbers of points. For example, holding a 1 will give you 100 points, while holding three 6s will give you 600 points. You can see in the bottom left corner how much you will score with the dice you’ve currently selected. You can also tap T at any time to see the full list of all possible dice combinations which will score you points.

You can view this screen at any time from the “Help” menu in-game. |Image credit:Rock Paper Shotgun/Deep Silver
Dice scores and combos explained
You don’t get points just for any random group of 6 dice. Only particular combinations of dice will score you points, so your aim is to get these combinations as often as possible. Here are all the different combinations of dice which will score you points.
One of the best ways to get points is with “straights” - that is, when the numbers form a sequence counting up. These sequences are:
- 1+2+3+4+5 = 500 points
- 2+3+4+5+6 = 750 points
- 1+2+3+4+5+6 = 1500 points
However, straights are rare, so there are other, easier ways to earn points, such as three-of-a-kinds:
- 1+1+1 = 1000 points
- 2+2+2 = 200 points
- 3+3+3 = 300 points
- 4+4+4 = 400 points
- 5+5+5 = 500 points
- 6+6+6 = 600 points
Note that 1s are very valuable, and will give you more points than any other number.
You can also get four-of-a-kinds, five-of-a-kinds, and even six-of-a-kinds. The way scoring works with these is simple: after a three-of-a-kind, every subsequent die doubles the point value:
- 2+2+2 = 200 points
- 2+2+2+2 = 400 points
- 2+2+2+2+2 = 800 points
- 2+2+2+2+2+2 = 1600 points
The above example uses 2s, but you can do the same with any repeated number. The highest-scoring combo in the game is 1+1+1+1+1+1, which gives you a whopping 8000 points in one go!
So, those are the two main dice combos: “straights”, and “of-a-kinds”. However, you can also score individual 1s and 5s that you’ve rolled:
- Each 1 = 100 points
- Each 5 = 50 points
You can score these 1s and 5s on their own, or on top of other dice combos. For example, you could hold three 3s and a 5, and together this combo would score 350 points: 300 points from the three 3s, and an extra 50 points on top for the 5.

Image credit:Rock Paper Shotgun/Deep Silver
What’s the Devil’s Head dice?
The Devil’s Head is a special value that only certain dice have (more on different dice types later). If you roll a Devil’s Head, then it acts as a “joker”, allowing you to use it in place of any other value to make the best possible combination.
As an example, you could hold two 3s and a Devil’s Head, and the Devil’s Head will automatically act as another 3 to give you the full 3-of-a-kind and 300 points.
Another example: you could hold 1+2+3+4 and a Devil’s Head, and the Devil’s Head will automatically act as a 5, to give you a 500-point straight.
“Score and continue” is high risk, high reward
When playing a game of Dice, if you earn any score with the dice you hold, then you have the option to immediately roll again with the remaining dice. This allows you to potentially gain a long streak of combos, earning you massive amounts of points and preventing your opponent from even having a go at rolling their dice.
If you want to do this, then after selecting which dice you want to hold, tap F to " Score and continue “. Henry will immediately roll again with the remaining dice that weren’t held. And if you have no dice remaining (i.e. if you’ve held all your remaining dice in your previous go), then you get all 6 dice back for your next roll.
However, there’s high risk involved in going for long score streaks! If you roll your Dice in such a way that you’re unable to make a scoring combo of any kind, then that’s called a “bust”. When you “bust”, you immediately lose all the points you gained in your current streak, and the other player’s turn begins.

Image credit:Rock Paper Shotgun/Deep Silver
For example, say you had a great start with your first roll, and scored a 1+1+1 for 1000 points. Then you “Score and continue” to give yourself another go at rolling. But with only 3 dice left in your hand out of the 6, your chances of a good scoring combo are smaller, and you end up with a rubbish roll - 2+3+3. That’s a “bust” because you can’t make any scoring combos out of this group of dice, and you immediately lose that 1000 points that you scored in your first roll. Painful!
“Score and pass” is low risk, low reward
To stop this from happening, you must learn when is the right moment to " Score and pass " instead. This ends your turn immediately after you score your current dice, ending any streak you may have started. So it’s the other player’s turn, but all the points you’ve accrued in this streak are saved permanently and can no longer be lost by going “bust”.
So if you roll 1+1+1 for 1000 points, it’s likely a good idea to “Score and pass” instead, because 1000 is a lot of points that you wouldn’t want to lose, and also with only three dice left to roll, the chances are quite high that you’ll go “bust”. The key to the entire game is learning when to keep going with your streak, and when to call it quits and bank your points.
Using different Dice types

Image credit:Rock Paper Shotgun/Deep Silver
Dice is quite clearly a game of chance, albeit with some simple logic involved when deciding what to hold, when to continue, and when to pass. However, you can manipulate the chances of rolling certain dice combos by using different types of dice.
You can loot different types of dice in all sorts of places throughout Kingdom Come: Deliverance 2, and they all have different properties. For example, some Dice are weighted to often land on a certain value. Other dice might favour odd or even numbers. Others still might give you Devil’s Heads, or work in tandem with similar Dice to give you much higher chances of “straights” or other high-scoring combos.
You can play Dice even if you haven’t found any unique dice types - all 6 of your dice will simple by ordinary dice in every way. But once you’ve collected your first unique dice, then at the beginning of each game you’ll be shown a screen where you can choose which of your unique dice to include in your hand for this game. You can choose however many unique dice types you want (up to a max of 6, obviously). If you choose fewer than 6, then the remaining dice will be ordinary.
Dice Badges explained

Image credit:Rock Paper Shotgun/Deep Silver
The other thing that changes up each game of Dice is that there are special items called Dice Badges, which come in different types and rarities, and each of which gives you a special ability or buff. Dice Badges can be found in Tin, Silver, or Golden qualities, with Golden being the best.
When you begin a game of Dice, you’ll often have the option to decide with the other player what sort of game you’d like to play. The type of game determines three things:
- The amount of coin bet on the game.
- The number of points you need to win the game.
- The quality of Dice Badge you can use (if any).
If you play a game that allows Dice Badges of a certain quality, then you and your opponent will both have to select one Dice Badge of that quality from your inventories. Then, depending on the type of Badge, you’ll be able to activate it at a certain time during your game to gain bonus points. Either that, or you’ll just passively receive the benefit of the Badge as the game goes on.
Some examples of Badge powers are as follows: one Badge might allow you to add an extra die to your throw, giving you a total of 7 dice in your hand. Another Badge might give you a small point headstart at the beginning of the game. Another might allow you to reroll certain dice at certain times. There are plenty of different Badges to find out in the world, so keep an eye out for them. You can also win your opponent’s Badge of them with certain games, as long as it’s agreed upon beforehand!

Image credit:Rock Paper Shotgun/Deep Silver
Tips on how to win at Dice
If you want to maximise your chances of winning at Dice in Kingdom Come: Deliverance 2, there are a few tips and tactics that you should bear in mind:
- 1s and 5s rule all. It’s easy to get distracted going for “straights” and other big combos, but simple 1s and 5s are what will keep your streak going. Pick dice types that are weighted towards these values.
- Try to keep 5 dice for your second throw. If you get a mediocre first roll and you have the option to score a 1 and a 5, it’s tempting to score both for the most points possible, but it’s actually often better to only score one of them, so that you have 5 dice for your next throw. Why? Because you could get a straight with 5 dice, which increases your overall chances of reducing your number of dice to zero and rolling a new group to keep your streak going.
- If you’ve only banked low scores, you might as well risk it all. If you’ve only banked tiny amounts of score with your first couple of rolls, then it’s often worth the risk to continue rolling. Even if you only have two or three dice left to roll and your odds of going “bust” are high, you’ll lose so little that you may as well go all in.
- Try to find synergies when picking your dice types. When selecting your dice types, try to think of synergies. A weighted die that lands on 3 is not very useful, until you start pairing it with other weightings/Devil’s Heads that dramatically increase your chances of rolling a straight.
- Only risk large points if your opponent will win next round. If you’re ahead of your opponent in score, you have a decent amount of score going on this round, and it’s very unlikely that your opponent will win the very next turn, then it’s often best to pass your turn to keep that advantage alive for the next set of turns.
That’s a wrap on our guide to playing Dice in Kingdom Come: Deliverance 2. For more help with the open-world RPG, head to our pages on how to get a horse , how to get money fast and how to fast travel . We’ve also got guides on how to lockpick and how to pick hard locks in KCD2.

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All 75 Arc Raiders Blueprints and where to get them
These areas have the highest chance of giving you Blueprints

Image credit:Rock Paper Shotgun/Embark Studios

Looking for more Arc Raiders Blueprints? It’s a special day when you find a Blueprint, as they’re among the most valuable items in Arc Raiders. If you find a Blueprint that you haven’t already found, then you must make sure you hold onto it at all costs, because Blueprints are the key to one of the most important and powerful systems of meta-progression in the game.
This guide aims to be the very best guide on Blueprints you can find, starting with a primer on what exactly they are and how they work in Arc Raiders, before delving into exactly where to get Blueprints and the very best farming spots for you to take in your search.
We’ll also go over how to get Blueprints from other unlikely activities, such as destroying Surveyors and completing specific quests. And you’ll also find the full list of all 75 Blueprints in Arc Raiders on this page (including the newest Blueprints added with the Cold Snap update , such as the Deadline Blueprint and Firework Box Blueprint), giving you all the information you need to expand your own crafting repertoire.
In this guide:
- What are Blueprints in Arc Raiders?
- Full Blueprint list: All crafting recipes
- Where to find Blueprints in Arc Raiders Blueprints obtained from quests Blueprints obtained from Trials Best Blueprint farming locations

What are Blueprints in Arc Raiders?
Blueprints in Arc Raiders are special items which, if you manage to extract with them, you can expend to permanently unlock a new crafting recipe in your Workshop. If you manage to extract from a raid with an Anvil Blueprint, for example, you can unlock the ability to craft your very own Anvil Pistol, as many times as you like (as long as you have the crafting materials).
To use a Blueprint, simply open your Inventory while in the lobby, then right-click on the Blueprint and click “Learn And Consume” . This will permanently unlock the recipe for that item in your Workshop. As of the Stella Montis update, there are allegedly 75 different Blueprints to unlock - although only 68 are confirmed to be in the game so far. You can see all the Blueprints you’ve found and unlocked by going to the Workshop menu, and hitting “R” to bring up the Blueprint screen.
It’s possible to find duplicates of past Blueprints you’ve already unlocked. If you find these, then you can either sell them, or - if you like to play with friends - you can take it into a match and gift it to your friend so they can unlock that recipe for themselves. Another option is to keep hold of them until the time comes to donate them to the Expedition.
Full Blueprint list: All crafting recipes
Below is the full list of all the Blueprints that are currently available to find in Arc Raiders, and the crafting recipe required for each item:
| Blueprint | Type | Recipe | Crafted At |
|---|---|---|---|
| Bettina | Weapon | 3x Advanced Mechanical Components 3x Heavy Gun Parts 3x Canister | Gunsmith 3 |
| Blue Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Aphelion | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Matriarch Reactor | Gunsmith 3 |
| Combat Mk. 3 (Flanking) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Combat Mk. 3 (Aggressive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Complex Gun Parts | Material | 2x Light Gun Parts 2x Medium Gun Parts 2x Heavy Gun Parts | Refiner 3 |
| Fireworks Box | Quick Use | 1x Explosive Compound 3x Pop Trigger | Explosives Station 2 |
| Gas Mine | Mine | 4x Chemicals 2x Rubber Parts | Explosives Station 1 |
| Green Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Pulse Mine | Mine | 1x Crude Explosives 1x Wires | Explosives Station 1 |
| Seeker Grenade | Grenade | 1x Crude Explosives 2x ARC Alloy | Explosives Station 1 |
| Looting Mk. 3 (Survivor) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Angled Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Angled Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Hullcracker | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Launcher Ammo | Ammo | 5x Metal Parts 1x Crude Explosives | Workbench 1 |
| Anvil | Weapon | 5x Mechanical Components 5x Simple Gun Parts | Gunsmith 2 |
| Anvil Splitter | Mod | 2x Mod Components 3x Processor | Gunsmith 3 |
| ??? | ??? | ??? | ??? |
| Barricade Kit | Quick Use | 1x Mechanical Components | Utility Station 2 |
| Blaze Grenade | Grenade | 1x Explosive Compound 2x Oil | Explosives Station 3 |
| Bobcat | Weapon | 3x Advanced Mechanical Components 3x Light Gun Parts | Gunsmith 3 |
| Osprey | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 7x Wires | Gunsmith 3 |
| Burletta | Weapon | 3x Mechanical Components 3x Simple Gun Parts | Gunsmith 1 |
| Compensator II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Compensator III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Defibrillator | Quick Use | 9x Plastic Parts 1x Moss | Medical Lab 2 |
| ??? | ??? | ??? | ??? |
| Equalizer | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Extended Barrel | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Extended Light Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Light Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Medium Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Medium Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Shotgun Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Shotgun Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Remote Raider Flare | Quick Use | 2x Chemicals 4x Rubber Parts | Utility Station 1 |
| Heavy Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Venator | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 5x Magnet | Gunsmith 3 |
| Il Toro | Weapon | 5x Mechanical Components 6x Simple Gun Parts | Gunsmith 1 |
| Jolt Mine | Mine | 1x Electrical Components 1x Battery | Explosives Station 2 |
| Explosive Mine | Mine | 1x Explosive Compound 1x Sensors | Explosives Station 3 |
| Jupiter | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Light Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Lightweight Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Lure Grenade | Grenade | 1x Speaker Component 1x Electrical Components | Utility Station 2 |
| Medium Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Torrente | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 6x Steel Spring | Gunsmith 3 |
| Muzzle Brake II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Muzzle Brake III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Padded Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Shotgun Choke II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Shotgun Choke III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Shotgun Silencer | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Showstopper | Grenade | 1x Advanced Electrical Components 1x Voltage Converter | Explosives Station 3 |
| Silencer I | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Silencer II | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Snap Hook | Quick Use | 2x Power Rod 3x Rope 1x Exodus Modules | Utility Station 3 |
| Stable Stock II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Stable Stock III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Tagging Grenade | Grenade | 1x Electrical Components 1x Sensors | Utility Station 3 |
| Tempest | Weapon | 3x Advanced Mechanical Components 3x Medium Gun Parts 3x Canister | Gunsmith 3 |
| Trigger Nade | Grenade | 2x Crude Explosives 1x Processor | Explosives Station 2 |
| Vertical Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Vertical Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Vita Shot | Quick Use | 2x Antiseptic 1x Syringe | Medical Lab 3 |
| Vita Spray | Quick Use | 3x Antiseptic 1x Canister | Medical Lab 3 |
| Vulcano | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Wolfpack | Grenade | 2x Explosive Compound 2x Sensors | Explosives Station 3 |
| Red Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Smoke Grenade | Grenade | 14x Chemicals 1x Canister | Utility Station 2 |
| Deadline | Mine | 3x Explosive Compound 2x ARC Circuitry | Explosives Station 3 |
| Trailblazer | Grenade | 1x Explosive Compound 1x Synthesized Fuel | Explosives Station 3 |
| Tactical Mk. 3 (Defensive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Tactical Mk. 3 (Healing) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Yellow Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
Note: The missing Blueprints in this list likely have not actually been added to the game at the time of writing, because none of the playerbase has managed to find any of them. As they are added to the game, I will update this page with the most relevant information so you know exactly how to get all 75 Arc Raiders Blueprints.
Where to find Blueprints in Arc Raiders
Below is a list of all containers, modifiers, and events which maximise your chances of finding Blueprints:
- Certain quests reward you with specific Blueprints .
- Completing Trials has a high chance of offering Blueprints as rewards.
- Surveyors have a decent chance of dropping Blueprints on death.
- High loot value areas tend to have a greater chance of spawning Blueprints.
- Night Raids and Storms may increase rare Blueprint spawn chances in containers.
- Containers with higher numbers of items may have a higher tendency to spawn Blueprints. As a result, Blue Gate (which has many “large” containers containing multiple items) may give you a higher chance of spawning Blueprints.
- Raider containers (Raider Caches, Weapon Boxes, Medical Bags, Grenade Tubes) have increased Blueprint drop rates. As a result, the Uncovered Caches event gives you a high chance of finding Blueprints.
- Security Lockers have a higher than average chance of containing Blueprints.
- Certain Blueprints only seem to spawn under specific circumstances: Tempest Blueprint only spawns during Night Raid events. Vulcano Blueprint only spawns during Hidden Bunker events. Jupiter and Equaliser Blueprints only spawn during Harvester events.

Raider Caches, Weapon Boxes, and other raider-oriented container types have a good chance of offering Blueprints. |Image credit:Rock Paper Shotgun/Embark Studios
Blueprints have a very low chance of spawning in any container in Arc Raiders, around 1-2% on average. However, there is a higher chance of finding Blueprints in particular container types. Specifically, you can find more Blueprints in Raider containers and security lockers.
Beyond this, if you’re looking for Blueprints you should focus on regions of the map which are marked as having particularly high-value loot. Areas such as the Control Tower in Dam Battlegrounds, the Arrival and Departure Buildings in Spaceport, and Pilgrim’s Peak in Blue Gate all have a better-than-average chance of spawning Blueprints somewhere amongst all their containers. Night Raids and Electromagnetic Storm events also increase the drop chances of certain Blueprints .
In addition to these containers, you can often loot Blueprints from destroyed Surveyors - the largest of the rolling ball ARC. Surveyors are more commonly found on the later maps - Spaceport and Blue Gate - and if one spawns in your match, you’ll likely see it by the blue laser beam that it casts into the sky while “surveying”.
Surveyors are quite well-armoured and will very speedily run away from you once it notices you, but if you can take one down then make sure you loot all its parts for a chance of obtaining certain unusual Blueprints.
Blueprints obtained from quests
One way in which you can get Blueprints is by completing certain quests for the vendors in Speranza. Some quests will reward you with a specific item Blueprint upon completion, so as long as you work through all the quests in Arc Raiders, you are guaranteed those Blueprints.
Here is the full list of all Blueprints you can get from quest rewards:
- Trigger Nade Blueprint: Rewarded after completing “Sparks Fly”.
- Lure Grenade Blueprint: Rewarded after completing “Greasing Her Palms”.
- Burletta Blueprint: Rewarded after completing “Industrial Espionage”.
- Hullcracker Blueprint (and Launcher Ammo Blueprint): Rewarded after completing “The Major’s Footlocker”.
Alas, that’s only 4 Blueprints out of a total of 75 to unlock, so for the vast majority you will need to find them yourself during a raid. If you’re intent on farming Blueprints, then it’s best to equip yourself with cheap gear in case you lose it, but don’t use a free loadout because then you won’t get a safe pocket to stash any new Blueprint you find. No pain in Arc Raiders is sharper than failing to extract with a new Blueprint you’ve been after for a dozen hours already.

One of the best ways to get Blueprints is by hitting three stars on all five Trials every week. |Image credit:Rock Paper Shotgun/Embark Studios
Blueprints obtained from Trials
One of the very best ways to get Blueprints is as rewards for completing Trials in Arc Raiders. Trials are unlocked from Level 15 onwards, and allow you to earn rewards by focusing on certain tasks over the course of several raids. For example, one Trial might task you with dealing damage to Hornets, while another might challenge you to loot Supply Drops.
Trials refresh on a weekly basis, with a new week bringing five new Trials. Each Trial can offer up to three rewards after passing certain score milestones, and it’s possible to receive very high level loot from these reward crates - including Blueprints. So if you want to unlock as many Blueprints as possible, you should make a point of completing as many Trials as possible each week.
Best Blueprint farming locations
The very best way to get Blueprints is to frequent specific areas of the maps which combine high-tier loot pools with the right types of containers to search. Here are my recommendations for where to find Blueprints on every map, so you can always keep the search going for new crafting recipes to unlock.

Image credit:Rock Paper Shotgun/Embark Studios
Dam Battlegrounds
The best places to farm Blueprints on Dam Battlegrounds are the Control Tower, Power Generation Complex, Ruby Residence, and Pale Apartments . The first two regions, despite only being marked on the map as mid-tier loot, contain a phenomenal number of containers to loot. The Control Tower can also contain a couple of high-tier Security Lockers - though of course, you’ll need to have unlocked the Security Breach skill at the end of the Survival tree.
There’s also a lot of reporting amongst the playerbase that the Residential areas in the top-left of the map - Pale Apartments and Ruby Residence - give you a comparatively strong chance of finding Blueprints. Considering their size, there’s a high density of containers to loot in both locations, and they also have the benefit of being fairly out of the way. So you’re more likely to have all the containers to yourself.
Buried City
The best Blueprint farming locations on Buried City are the Santa Maria Houses, Grandioso Apartments, Town Hall, and the various buildings of the New District . Grandioso Apartments has a lower number of containers than the rest, but a high chance of spawning weapon cases - which have good Blueprint drop rates. The others are high-tier loot areas, with plenty of lootable containers - including Security Lockers.
Spaceport
The best places to find Blueprints on Spaceport are the Arrival and Departure Buildings, as well as Control Tower A6 and the Launch Towers . All these areas are labelled as high-value loot regions, and many of them are also very handily connected to one another by the Spaceport wall, which you can use to quickly run from one area to the next. At the tops of most of these buildings you’ll find at least one Security Locker, so this is an excellent farming route for players looking to find Blueprints.
The downside to looting Blueprints on Spaceport is that all these areas are hotly contested, particularly in Duos and Squads. You’ll need to be very focused and fast in order to complete the full farming route.

Image credit:Rock Paper Shotgun/Embark Studios
Blue Gate
Blue Gate tends to have a good chance of dropping Blueprints, potentially because it generally has a high number of containers which can hold lots of items; so there’s a higher chance of a Blueprint spawning in each container. In my experience, the best Blueprint farming spots on Blue Gate are Pilgrim’s Peak, Raider’s Refuge, the Ancient Fort, and the Underground Complex beneath the Warehouse .
All of these areas contain a wealth of containers to loot. Raider’s Refuge has less to loot, but the majority of the containers in and around the Refuge are raider containers, which have a high chance of containing Blueprints - particularly during major events.
Stella Montis
On the whole, Stella Montis seems to have a very low drop rate for Blueprints (though a high chance of dropping other high-tier loot). If you do want to try farming Blueprints on this map, the best places to find Blueprints in Stella Montis are Medical Research, Assembly Workshop, and the Business Center . These areas have the highest density of containers to loot on the map.
In addition to this, the Western Tunnel has a few different Security Lockers to loot, so while there’s very little to loot elsewhere in this area of the map, it’s worth hitting those Security Lockers if you spawn there at the start of a match.
That wraps up this primer on how to get all the Blueprints in Arc Raiders as quickly as possible. With the Expedition system constantly resetting a large number of players’ Blueprints, it’s more important than ever to have the most up-to-date information on where to find all these Blueprints.
While you’re here, be sure to check out our Arc Raiders best guns tier list , as well as our primers on the best skills to unlock and all the different Field Depot locations on every map.

ARC Raiders
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