This is a documentation for Board Game Arena: play board games online !

Gamehelpxseekers

From Board Game Arena
Revision as of 00:13, 8 November 2026 by Jaccoayoub (talk | contribs) (Updated rules to reflect 2nd edition changes.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Overview

X: Seekers of Fortune is a competitive card game in which players collect Leads, complete Adventures, and use ActionX cards and Heroic Feats to advance their own fortunes and disrupt rivals.

Goal: Be the first player to complete five Adventures. There is also an alternate victory condition involving Breakthrough during the Final Adventure.

Game Setup

  1. Shuffle the Lead, Adventure, and ActionX decks separately, with separate discard piles.
  2. Each player receives an opening hand of six Leads and one ActionX card.
  3. Each player seeks three Adventures and places them face up in their Adventure Zone.
  4. The player who lost the previous game goes first. For the first game of a session, determine the first player by a coin flip.

Note: Adventures are never added to a player's hand.

Card Types

Leads

Leads are the resources used to complete Adventures and pay the costs of Heroic Feats or other effects. The four Lead types are Glyph, Myth, Ruin, and Vision. A Wild Lead may stand in for any one of these types.

Adventures

Each Adventure shows the Lead emblems required to complete it and the reward received on completion. Players keep up to three Active Adventures in their Adventure Zone.

ActionX

There are three ActionX types:

  • Feats: One-time effects. Follow the instructions when played, then Archive the Feat. If Thwarted, the Feat is Archived without its effect.
  • Sites: Played into the Active Zone and remain there until Archived. Sites have Aura and Exploit abilities.
  • Relics: Played into the Active Zone and remain there until Archived. When a Relic enters play, choose its Noble or Ruthless mode. For Ruthless mode, turn its text toward your rival.

Playing ActionX cards has no standard cost. Simply play them to gain their effects, subject to restrictions on the card. There is no limit on ActionX cards in hand.

Turn Structure

Your turn has four steps. The first two are mandatory except when a rule changes them.

1. Choose an Adventure

Take the top Adventure from either the Adventure deck or its discard pile and place it in your Adventure Zone.

If this leaves you with more than three Active Adventures, Scrap Adventures until you have three.

Exception: During your Final Adventure, you skip the normal Adventure Reveal step.

2. Collect Leads

Choose one of these options:

  • Draw two Leads from the top of the Lead deck, then discard one Lead from your hand; or
  • Take the top Lead from the Lead discard pile.

3. Take Actions

You may take as many actions as your resources permit, in any order, subject to card restrictions. You can use an action multiple times unless the relevant card or rule limits it.

Actions include:

  • Completing Adventures.
  • Playing ActionX cards.
  • Activating ActionX abilities.
  • Performing Heroic Feats.

4. End Turn

When finished, end your turn. If you have more than seven Leads in hand, discard Leads of your choice until you have seven before the next player's turn. There is no ActionX hand limit.

Completing Adventures

To complete an Adventure:

  1. Collect and reveal all the Leads matching the emblems shown on that Adventure.
  2. Put the Adventure on top of those Leads and move the entire stack to your Archive Zone.
  3. Receive the reward listed at the bottom of the Adventure card.

Important: All required Leads must be paid at once.

The first player to complete a fifth Adventure wins, subject to the Final Adventure procedure below.

The Final Adventure

After you Archive your fourth Adventure, immediately enter your Final Adventure:

  1. Discard all Leads from your hand.
  2. Reveal one Adventure. If this is the only Adventure in your Adventure Zone, reveal a second Adventure.
  3. Rival's Choice: The next player in turn order selects one of these Adventures. Scrap all the others.
  4. Draw three Leads.

Continue your turn normally after these steps.

While on your Final Adventure:

  • You may still have up to three Active Adventures, but skip the Adventure Reveal step at the start of your turns.
  • You may gain further Adventures through Barter or ActionX abilities.
  • You may use your Active Adventures to pay for Negotiate or Sabotage.
  • If a rival's action or effect leaves you with no Active Adventures, reveal an Adventure.
  • If your own action or effect leaves you with no Active Adventures, do not reveal an Adventure automatically.
  • You cannot Rest.

Complete one more Adventure to win, or satisfy the alternate Breakthrough victory condition.

Heroic Feats

Heroic Feats are actions that require a cost to produce an effect. Except for Thwart, each Heroic Feat may be performed at most once per turn. Heroic Feats printed on ActionX cards do not count against these usage limits.

Gain Resources

Barter

  • Cost: Discard three Leads or one ActionX card.
  • Effect: Look at the top two Adventures. Reveal one and discard the other.

Breakthrough

  • Cost: Discard three matching Leads.
  • Effect: Draw one ActionX card.

Disrupt Rivals

Sabotage

  • Cost: Scrap an Active Site, Relic, or Adventure you control and discard one Lead.
  • Effect: Choose an Active Site, Relic, or Adventure controlled by a rival. If it is a Site or Relic, they Archive it. If it is an Adventure, they Bury it.

Thwart

  • Cost: Bury two matching Leads.
  • Effect: Negate the effect of a rival's Feat as it is played. There is no use limit. ActionX Feats, Heroic Feats, and Thwart itself can be Thwarted.

Catch-Up Feats

Negotiate and Poach may only be used when a rival has already Archived at least one Adventure and you are tied or behind in Archived Adventures.

Negotiate

  • Cost: Scrap an Adventure you control.
  • Effect: Look at the top three Leads of the Lead deck. Put two into your hand and give the remaining one to a rival.

Poach

  • Cost: Discard one Lead.
  • Effect: Swap an Active Adventure you control with an Active Adventure controlled by a rival.

ActionX Abilities and Icons

Site Abilities

  • Aura: An ongoing or reusable effect on a Site.
  • Exploit: An ability on a Site that requires a cost. Many Exploit effects require you to Archive the Site after use.

Important: A Leveraged card cannot be Exploited.

Bond

When a card with Bond enters play, choose a Lead from your hand and place it under that Site or Relic. Its Lead type becomes the Bonded Lead type and determines how the card functions. If the Bonded card moves to an Archive, Bury the Lead bonded to it.

Delay

An ability marked Delay cannot be used on the same turn its card enters play.

Leverage

To use a Leverage ability, turn the card sideways to indicate it has been used this turn, and pay any additional costs stated on the card. At the beginning of your next turn, reset Leveraged cards by turning them upright.

Twist

A card or ability with Twist may be played or activated during a rival's turn when they perform an action, or at the beginning or end of their action step. It may also be used during your own action step. A Leverage ability with Twist can be used during a rival's turn.

Resting

If you have no Leads in hand before the start of your turn, you may choose to Rest:

  1. Seek two Adventures.
  2. Draw three Leads.
  3. Skip your turn.

If you then have more than three Active Adventures, Scrap down to three. Resting cannot be Thwarted, and you cannot Rest during your Final Adventure.

Alternate Victory: Breakthrough

While on your Final Adventure, you may also win by successfully performing the Breakthrough Heroic Feat while you have seven or more ActionX cards combined between your Active Zone and Archive Zone.

A Thwarted ActionX Feat is Archived and still counts toward this total.

Other Rules

Hand Limits

At the end of your turn, discard down to seven Leads. There is no limit on ActionX cards in your hand.

If a Deck Runs Out

If the Adventure or Lead deck runs out:

  1. Set aside the top card of its discard pile.
  2. Shuffle the remaining discarded cards to make a new deck.
  3. Return the set-aside card as the start of the new discard pile.

Card Effects Take Precedence

If a card effect contradicts a standard rule, the card effect takes precedence.

Key Terms

  • Active Resource: An ActionX or Adventure card in the Active Zone.
  • Archive: Move a completed Adventure or ActionX card to the Archive Zone.
  • Bury: Move a card from a Play Zone to the bottom of its corresponding card type's discard pile.
  • Seek: Reveal the top card of the Adventure deck and put it face up in your Adventure Zone.
  • Scrap: Remove an Active Resource you control from the Active Zone to pay for or comply with an effect. Scrapped Adventures are discarded; Scrapped ActionX cards are Archived.
  • Wild Lead: A Lead that can substitute for a Glyph, Myth, Ruin, or Vision Lead.

Variants and Learning Tips

Beginner Game

For players new to strategy card games, the printed instructions suggest a first game without Heroic Feats and ActionX cards, focusing on collecting Leads and completing Adventures.

Advanced Game

Add Heroic Feats and ActionX cards as players become familiar with the basic game. The printed instructions suggest introducing more challenging cards gradually.

Official Instructions

For the illustrated game layout, icon reference, and complete printed instructions, see the official X: Seekers of Fortune instructions (PDF).

Game designed by Danny Ayoub and Joel Watts; published by Mega Moth Studios.