Heroic Feats: A Primer
The HEROIC FEAT reference card laying table side in the middle of a match of X: Seekers of Fortune™.
Every adventurer needs to learn the tricks of the trade, and in X: Seekers of Fortune™, your most essential tricks are the six HEROIC FEATS.
In this week’s article, we’ll explore each of these FEATS and how they can give you the edge in any match.
Close up of the HEROIC FEAT reference cards.
What Is a Heroic Feat?
HEROIC FEATS are six special player actions that can be used under specific conditions to generate resources or interfere with a rival’s plans.
The six HEROIC FEATS are:
THWART
BARTER
BREAKTHROUGH
SABOTAGE
NEGOTIATE
POACH
Think of HEROIC FEATS like powerful tools you can always access. You don’t need to draw them—they’re available to be used once per turn (unless otherwise noted), as long as you meet the cost and timing restrictions.
Note: This primer only covers player-activated HEROIC FEATS—those you pay for and perform using core game actions. Some ACTIONX cards include HEROIC FEATS as part of their effect text. When performed via an ACTIONX card, those FEATS are not subject to the standard use limits or some timing restrictions described here.
Heroic Feat Breakdowns
Card art for MIMIC MAP by MALYSSA LIPSCOMB.
Barter
Use: Gain more ADVENTURE options
Cost: Discard any three LEADS or an ACTIONX card
Effect: Look at the top two ADVENTURES. Reveal one; discard the other
Example: You’re in the FINAL ADVENTURE, but the 5-cost ADVENTURE in front of you is a bad fit. You discard an unhelpful ACTIONX card to BARTER, giving you a fresh look at two new ADVENTURES and a shot at something more favorable to complete.
Card art for UNEARTH by NATE ARTUZ.
Breakthrough
Use: Gain an ACTIONX card, and possibly win
Cost: Discard 3 matching LEADS
Effect: Draw an ACTIONX card
ALTERNATE WIN CONDITION: If you are in the FINAL ADVENTURE and have 7 or more ACTIONX cards between your ACTIVE and ARCHIVE ZONES after BREAKTHROUGH resolves, you WIN THE GAME
Example: You’re about to solve your fourth ADVENTURE, which will trigger the FINAL ADVENTURE and force you to discard unused LEADS. You discard three matching LEADS you don’t need to BREAKTHROUGH—turning them into an ACTIONX card you can carry forward into the FINAL ADVENTURE.
Card art for BURN THE RECORDS by MALYSSA LIPSCOMB.
Sabotage
Use: Remove a rival’s ACTIVE RESOURCE
Cost: Discard a LEAD and scrap one of your own ACTIVE RESOURCES
Effect: Target rival scraps a chosen ACTIVE RESOURCE
Example: You’re ready to solve your fourth ADVENTURE, but your rival’s RUTHLESS CRYPTIC COMPASS is blocking a LEAD type you don’t have. You scrap a 5-cost ADVENTURE and discard an extra LEAD to SABOTAGE the COMPASS—clearing the path to complete your fourth ADVENTURE and eliminating the chance of being stuck with that 5-cost as your FINAL ADVENTURE.
Card art for MERCHANT’S SCALE by SLOBODAN JOVANOVIC.
Negotiate
Use: Refill your hand with LEADS
Cost: Scrap an ADVENTURE
Effect: Look at the top 3 LEADS. Put 2 in your hand; give 1 to a rival
Example: You and your rival are tied with one ARCHIVED ADVENTURE each. You’re ready to pull ahead by completing a 3-cost, but you’re low on LEADS. You scrap a 4-cost ADVENTURE to NEGOTIATE, ensuring you have the resources needed to maintain tempo after you take the lead.
Card art for BLADE EDGE BARGAIN by SLOBODAN JOVANOVIC.
Poach
Use: ADVENTURE disruption or self-preservation
Cost: Discard a LEAD
Effect: Swap ACTIVE ADVENTURES with a rival
Example: Your rival is in the FINAL ADVENTURE with a 3-cost ADVENTURE, while you’re staring down a 5-cost. You discard a LEAD to POACH, swapping your tougher FINAL ADVENTURE for theirs—buying yourself more time and better odds of finishing strong.
Card art for OUTFOX by DANIELA IVANOVA.
Thwart
Use: Stop a rival’s FEAT
Cost: Bury 2 matching LEADS
Effect: Negate the effect of a rival FEAT (including BOTH ACTIONX FEATS and HEROIC FEATS.)
Timing: May be used any number of times and during any player’s ACTION STEP
Example: Your rival enters the FINAL ADVENTURE with three LEADS in hand and a 3-cost Adventure. They play Speak the Wild Tongues, which would let them win the game. You bury two matching LEADS to THWART it. Even if they have a counter-THWART, they may not have enough resources left to complete their FINAL ADVENTURE afterwards.
Card art for CRYPTIC COMPASS by NATE ARTUZ.
Categories of Heroic Feats
To clarify usage, HEROIC FEATS fall into three categories:
Standard Heroic Feats
(Used once per turn, only on your ACTION STEP)
BARTER
BREAKTHROUGH
SABOTAGE
Conditional Heroic Feats
(Used once per turn, only on your ACTION STEP, only when specific conditions are met)
POACH
NEGOTIATE
CONDITIONS:
May only be used after at least one ADVENTURE has been archived and only if you are tied or behind in ARCHIVED ADVENTURES.
You cannot use both POACH and NEGOTIATE in the same turn.
Nonstandard Heroic Feat
(Unlimited use; usable by either player during any player’s ACTION STEP.)
THWART
Card art for CARTOGRAPHER’S CACHE by SLOBODAN JOVANOVIC.
Heroic Feats Summary Table
Please refer to the table above for a quick comparison of all six HEROIC FEATS, including their cost, timing, use limits, and strategic purpose.
Comparison table breaking down the COST, TIMING, USE LIMIT and STRATEGIC PURPOSE of each HEROIC FEAT.
Card art for PEER BEYOND by ANDREA BROGUNIER.
Final Thoughts
This concludes our Level One primer on HEROIC FEATS. These six tools are critical for tactical flexibility and long-term planning. Competitive players will need to master them to climb the ranks, but even casual Seekers will find they help smooth out resource flow and decision-making.
Card art for LABYRINTH OF THE ERI KAI by BRUCE BRENNEISE.
Wrapping Up
Have a question or want us to explore another rule system or combo? Leave a comment below.
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