In short
Anthaul is a card game where the deck works as an ant colony: you tap up to five ants into a trail to forage for food, patterns multiply the haul, and you spend earnings on queens between rounds. It suits players who enjoy roguelike runs with bosses, daily challenges and build decisions. One standout is the Royal Cell, where red queens multiply the trail's total instead of adding to it.
Summary by Debuts, based on the App Store listing.About
Your deck is an ant colony.
Tap up to five ants into a trail and send it out to forage. Every ant adds its carry, patterns multiply it with pheromone, and the food pours into the round's target. Clear the target within four trails, spend your pay in the Nest, and keep your colony fed through a season of eight rounds.
EVERY ANT IS A CARD Workers carry the most. Scouts add pheromone. Nurses recount the ant tapped just before them. Soldiers keep the Anteater, the Rival Colony and Pesticide at bay. Winged ants are wild. Line them up into Pairs, Squads, Convoys, Columns and three more patterns, then choose: FORAGE with the trail you have, or SWAP ants back for new ones. The COLONY screen shows exactly what's left to draw, so every swap is an informed choice.
CROWN QUEENS, BREAK THE MATH The Nest is your shop between rounds. Crown up to four queens from the 21 who turn up on its shelf: some boost a caste, some grow stronger every round, and the good ones feed each other. After round two the Royal Cell opens, offering one of seven red queens at a time, and red queens multiply instead of add, in crown order. Line up the right ones and a single trail can haul ten times the target. That's an OVERHAUL!
SHAPE YOUR COLONY Stamp Marks to level up a pattern. Send the Colony Doctor to retire the ants you don't need or clone the ones you do. Tear open an egg sac and pick a hatchling, hire Workers, or mutate a Worker at random: Gold ants bring food every time they haul, Armored ants can't be eaten, Glass ants carry double until they shatter, and Pheromone-soaked ants add pheromone every play.
FIVE COLONIES, SIX DIFFICULTIES Garden, Leafcutter, Fire, Army and Honeypot each want a different trail, from Fire's Soldier-heavy ranks to Army's sixty ants. Start with Garden or Fire and open the rest as you clear rounds and win. Win with a colony to open its next difficulty, from Fair Weather to Long Winter, each one adding a new hardship.
BOSSES The Anteater eats your highest-carry ant. Rain shrinks your hand. The Rival Colony halves your pheromone. Pesticide grounds your Winged and quiets your Scouts. The Flood raises the final target.
A DAILY RUN Every day brings a new daily run: the same colony and the same opening hand for everyone who plays it. Come back tomorrow for another.
KEEP HAULING Win the season and play on. Targets climb faster every round, a boss comes every third round, and the first miss ends it. How big can your biggest haul get?
FEATURES - A roguelike deckbuilder where your deck is a living colony: 5 castes, 7 patterns, 4 mutations - 28 queens to crown, including 7 red queens that multiply - 5 colonies, each with 6 difficulty levels - 5 season bosses, plus the Mudslide in Keep Hauling - A new daily run every day, the same opening hand for everyone - Endless Keep Hauling after a won season - Cute chibi ants on cel-shaded foil trading cards - Every trail's math on screen, and a log of the run - Sound on every pick, pattern and total, and haptics on iPhone - Normal, Fast or Instant scoring; tap to skip - Saves after every move: quit anytime and continue later - Plays fully offline, in portrait, on iPhone and iPad - No account, no ads, no in-app purchases, no tracking
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