


Hubworld Aidalon Prime Collective Founders Edition
🐸 Dettagli da BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Lingua
Pre-order - leggi i dettagli
🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
FroGames — Moments You'll Remember
Someone pretends to be in control. Someone bluffs about which card they hid. And when you discover who truly held that Agent, it's already too late.
WHAT IT IS ABOUT
Espionage, deduction, and bluffing in a fallen world
Aidalon was the beating heart of the galaxy, until the Collective made its shipyards obsolete with portal technology. Now it's a labyrinth of vertical districts where individuals called Seekers move in the shadows, recruiting Agents with the black market currency: Shards. Hubworld: Aidalon is the declared spiritual successor to Android: Netrunner — the same thrill of infiltration, without a single pack to collect. It is signed by Michael Boggs and Cory DeVore, with illustrations by Cory DeVore, Evan Simonet, and Joe Banner II for Earthborne Games.
Build a 36-card deck (6 mandatory Agents + 30 cards from a maximum of 4 factions) and protect your Agents in a face-down 3×3 grid, made of traps, decoys, and real targets. Then infiltrate your opponent's three districts — their hand, their deck, their discard pile — spending Shards to flip the right card. The first to recruit 3 opposing Agents wins. In multiplayer, each must come from a different player.
It is also a product designed to last: FSC certified paper, zero plastic, entirely recyclable. A complete and honest box, where everything you need to play and compete is already inside.
The FroGames perspective
You win with the cards your opponent never sees. Every card back in the 3×3 grid is a question: trap, decoy, or the Agent you're looking for?
The secret of Hubworld: Aidalon in one line
The declared heir to Netrunner: same thrill of infiltration, zero packs to open. Everything in one box, on recyclable paper and without plastic.
From the game experience
Hubworld: Aidalon
The elements of your network
Cards, districts, and Shards
Agents
They are your goal and your opponent's. Six in your deck, each with a unique power. Hide them in the grid or have them work for you at the right time.
Sources
People and places that generate Shards, open options, change the tempo. They are the economic engine of your turn — but they can become targets.
Obstacles
Traps and barriers you place face down in your grid. The opponent who triggers them pays the price: lost Shards, wasted actions, ruined plans.
Moments
Instant twists. Play a Moment and turn a situation around: cancel an action, reveal a card, change the flow. Timing is everything.
In a few hours, you'll discover that the best plan was the one your opponent never saw coming. It always happens, in Aidalon.
A game in five moments
What happens at the table
Not the rules. The experience.
Build your deck
Before you even start, choose your Seeker and build a 36-card deck: 6 mandatory Agents plus 30 cards from a maximum of 4 factions. Each choice defines your style — aggressive, defensive, economic, explosive. For your first game, you'll start with a pre-constructed deck and learn as you go.
The first Shards and the first lures
You draw cards, play Sources to generate Shards (your action currency), and begin populating your 3x3 grid with face-down cards. Are they Agents? Obstacles? Your opponent doesn't know. And you don't know what they've hidden either. The bluff starts immediately.
The first infiltration
Someone spends Shards to infiltrate an opponent's district — hand, deck, or discard pile. They flip a card. If it's an Obstacle: they lose resources. If it's an Agent: they recruit it and score a point. If it's a harmless Source: they've wasted their turn. Every attempt is a gamble. The tension builds.
The Moment that turns everything around
A player is about to recruit their third Agent. The other plays a Moment with a devastating effect: canceling the action, forcing a discard, revealing a key card. The table explodes. The one in control loses it. The one who seemed doomed finds an opening. Moments are the spice of Aidalon.
Third Agent recruited
Someone infiltrates the right district, flips the right card, recruits the third Agent. Game over. The winner remembers the perfect bluff. The loser remembers the card they didn't flip. And everyone wants to play again immediately with a different deck.
How to play
The flow of each turn
Each turn is a sequence of actions fueled by Shards. The more you generate, the more you can do. But your opponent always knows how many you have on the table.
Play Sources from your hand or activate those already in your grid to produce Shards. These are your action points: without them, you can't do anything.
Spend Shards to place cards face down in your grid. These can be Agents to protect, Obstacles to stop infiltrations, or Sources for future turns. Your opponent only sees the card backs.
Spend Shards to attempt an infiltration into one of your opponent's three districts — hand, deck, or discard pile. You flip a card. If it's an Agent, you recruit it. If it's an Obstacle, you suffer the effect. If it's something else, you've burned resources.
At any time — even during your opponent's turn — you can play a Moment to alter the flow: cancel actions, reveal cards, force discards. Your Seeker's powers activate within specific windows. Timing is everything.
Why it's different from others
Six mechanics that make a difference
Non-collectible deck building
You don't buy random booster packs. Hubworld: Aidalon is a complete game in a box. You build 36-card decks by choosing 6 mandatory Agents and 30 cards from a maximum of 4 factions. Each combination creates a different style. No pay-to-win, just construction and tactics.
Three districts, three ways to infiltrate
You don't attack a generic opponent. You infiltrate their three specific districts: the hand, the deck (cards not yet drawn), and the discard pile (cards already used). Each requires a different tactic. Each hides dangers and Agents to steal.
3x3 grid as a battlefield
Your grid of face-down cards is your territory. Hide Agents among Obstacles and Sources. Your opponent must guess what's behind each card back before flipping it. Bluffing is a central mechanic, not an accessory.
Shards as action economy
Shards are both currency and action points. Each turn you generate them with Sources, then you spend them to place cards, infiltrate, activate powers. Managing your economy is managing your options. A poor turn leaves you exposed.
Moments as plot twists
Moments can be played at any time, even during your opponent's turn. They cancel actions, reveal cards, force discards, and overturn plans. They are not mere interrupts: they are the heart of unpredictability. One played at the right moment can turn the game around.
Heir to Netrunner, green product
The declared spiritual successor to Android: Netrunner, brought back in a box by Earthborne Games. And with a rare detail: FSC-certified paper, no plastic, entirely recyclable. A cyberpunk duel that doesn't burden the planet.
How it ends
How to win and how to lose
The game ends when a player recruits 3 opponent Agents. There are no intermediate points: you either win, or you're still in the game.
Victory
- Recruit 3 Agents from opponents — the first to do so wins
- In multiplayer, each Agent must come from a different player (if possible)
- Only reaching 3 matters, not how many Shards or cards you've accumulated
Defeat
- An opponent recruits their third Agent before you do
- You run out of Shards and can no longer generate them (economic stalemate)
- Your infiltrations fail one after another while your opponent races ahead
Hubworld: Aidalon is a game where victory is built in the shadows, infiltration after infiltration, bluff after bluff. And when it's over, you just want to change your deck and find out what works best against whoever just beat you.
Frequently asked questions
FAQ about Hubworld: Aidalon
Is it just an Android: Netrunner clone?
It is its declared spiritual successor, not a copy. You'll find the thrill of infiltration and asymmetric dueling, but the structure is new: three districts to breach (hand, deck, discard pile), a 3x3 grid of hidden cards, and a clear objective — steal 3 Agents. Those who loved Netrunner will feel at home; those who've never played it don't need to know it.
Do I need to buy booster packs or expansions to stay competitive?
No. Hubworld: Aidalon is non-collectible: everything you need to build decks and compete is in the box. No random booster packs, no chasing rare cards. In the future, expansions may be released that broaden the options, but the base game is complete and balanced as it is.
Is it difficult to build a competitive deck?
For the first few games, you'll use the pre-constructed decks: balanced and designed to teach you synergies. After 2-3 games, you'll understand which factions pair well, which Agents to protect, which Obstacles to place. The rule is clear (6 Agents + 30 cards from a maximum of 4 factions), so you won't get lost in infinite combinations.
Does it work well with 2 players or do you need a group?
It works excellently with 2 players, and it's probably the most intense format: two players, three districts each, every infiltration is a direct duel. With 3-4 players, the dynamic changes — Agents must be stolen from different opponents — and it becomes more chaotic. If you're looking for a competitive card game for two, it stands up to the genre's greats.
How long does a game actually last?
20-30 minutes if both play aggressively and infiltrate immediately. 45-60 minutes if the table fills with cards, Moments accumulate, and no one wants to take risks. The first games are slower because you read every card; then the pace speeds up considerably.
Is it available in Italian?
This is the English edition. Every card has text (names, effects, powers), so some knowledge of English is needed to play. There is no official Italian edition at the moment. If your group is comfortable with English, it's not an obstacle.
Hubworld: Aidalon is a non-collectible competitive card game for 2-4 players, lasting 20-60 minutes, recommended age 12+ years. Designed by Michael Boggs and Cory DeVore, with illustrations by Cory DeVore, Evan Simonet, and Joe Banner II, and published by Earthborne Games, Hubworld: Aidalon combines deck building, bluffing, deduction, and hand management in a cyberpunk sci-fi setting where Seekers recruit Agents in the shadows of a fallen world. Each player builds a 36-card deck (6 Agents + 30 cards from a maximum of 4 factions), protects their Agents in a hidden 3x3 grid, and infiltrates opponent's three districts — hand, deck, discard pile — spending Shards to steal Agents among traps and lures. The first to recruit 3 Agents wins. Spiritual successor to Android: Netrunner, sustainably produced with FSC-certified paper and no plastic. English edition. Available on FroGames.it.

Hubworld Aidalon Prime Collective Founders Edition
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.