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Hubworld: Aidalon

#429836BGG ↗

2027 · 2-4 players · 60min · weight 2.80 · 129 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
429836
Name
Hubworld: Aidalon
Year
2027
Rank
10160
Min players
2
Max players
4
Playing time
60
Min playtime
20
Max playtime
60
Avg weight
2.8
Num weights
5
Bayes avg
5.58624
Average
7.40736
Users rated
129
Num owned
166
Wanting
32
Wishing
307
Num comments
84
Fetched at
Sat May 02 2026 16:49:41 GMT+0000 (Coordinated Universal Time)
Mechanisms (6)
Action PointsDeck ConstructionHand ManagementRaceSecret Unit DeploymentVariable Player Powers
Categories (4)
BluffingCard GameScience FictionSpies / Secret Agents
Description (1982 chars)

Aidalon was once the busiest hubworld in the galaxy. Then the Collective arrived. Their portal technology connected all worlds, making space travel obsolete. Aidalon's shipyards became scrap yards, yet its people persevered. In the myriad districts of Aidalon, exceptional individuals known as Seekers rise above the throng. Trading in the black market currency known as Shards, Seekers enlist the aid of influential Agents who have the power to help those closest to them, heedless of the Collective's will. Hubworld: Aidalon is a non-collectible, competitive card game of daring espionage, deduction, and suspense. Take on the role of a Seeker as you navigate the vertical streets of Aidalon, infiltrating your opponent's districts to expand your network of Agents before they can do the same. Each Seeker is represented by a Seeker card, as well as a 36 card deck you construct. Each deck must contain exactly 6 Agents chosen along with 30 other cards from up to 4 different factions. These cards can be Sources (people and places), Obstacles (traps and barriers), and Moments (one-off abilities and tricks). To win the game, you must secure 3 Agents from your opponent before they do the same. The first player to secure 3 Agents wins. When playing against multiple opponents, each Agent must come from a different player (if able). To secure an Agent, you’ll delve into your opponents' three Districts (their hand, deck, and discard). Your opponents will load up their grid with a hidden network of dangerous defenses, taxing distractions, or even Agents themselves to make your life difficult, forging powerful cards to thwart your plans at inopportune moments. You'll need to balance building your Grid against more aggressive tactics, creating a card economy that will supply you with a steady flow of shards (your main resource) while you utilize your arsenal of tricks and surprises to keep your opponents on their toes. —description from the publisher

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.