Burning Tide (Armello)

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;Gameplay overview
* Dawn
** Triggers Dawn effects. 
** Players with Rot will take 1 damage. Rot and the Rot Victory are not present in the Burning Tide campaign.
** The King Gangplank takes 1 damage and gains 1 Rot is beset by assassins, but fends them off suffering only 1 damage.
** Players generate gold based on their controlled Settlements Ports.
** The King demands advice from the Prestige Leader. The chosen Policy lasts until next Dawn.
** Up to one Guard Pirate will spawn, if the total number is below a maximum value.
** Pirates take their turn. Pirates will move to attack Wanted Players or Banes Drowned Phantoms.
* Day
** Cycles through the players turns.
* Dusk
** Triggers Dusk effects.
** Players regenerate their Mana.
** One Spirit Stone Idol of Nagakabouros may spawn at a random Spirit Shrine Temple of Nagakaborous. Only one Idol can be present at a time. 
** Up to one Drowned Phantom will spawn, if the total number is below a maximum value.
** Drowned Phantoms take their turn. Drowned Phantoms will attack Players and Pirates, or move to terrorize Ports (removes any ownership).
* Night
** Cycles through the players turns.
;Victory Paths
* Combat - Defeat Gangplank in combat. You must survive in order to be declared the winner. In the event of mutually assured destruction, the Prestige victory is triggered.
* Prestige - At Dawn on the day that Gangplank has 1 health, assassins are successful and The Dead Pool explodes. The player with the highest Prestige is declare the winner. 
* Test of Spirit - Declaring an attack on Gangplank while in possession of FOUR Idols of Nagakabouros will banish him from Bilgewater without entering combat.
The fate of Bilgewater is yours.
== Tileset ==
Armello 	Burning Tide 	Information 	Random Encounter
King's Palace 	Captain's Cabin 	The Pirate King 	
Palace Grounds	The Dead Pool 	A Peril. Attempting to board the Dead Pool consumes all Action Points and places a Bounty.	
Plains 	Open Water 	 	
Forests 	Misty Water 	Stealth at night. 	End your turn in open waters with only 1 gold and you may encounter .
Mountains 	Dangerous Waters 	2 AP to enter. 	
Settlements 	Island Settlements	Enter to claim. +1 Gold per Dawn per claimed Settlement. 	Visit a Port with 1 health remaining and you may encounter .
Swamps 	Pirates 	-1 Health to enter. 	
Stone Circles 	Island Temples 	+1 Health to enter. Corrupt units are killed, instead. 	At night, you may encounter .
Dungeons 	Shipwrecks 	Enter to explore. You may find a treasure, gold, mana, a portal or a Drowned One. 	During the day, you may encounter .
== Cards ==
=== Symbols ===
* Golden Kraken
* Sun
* Moon
* Sword
* Shield
* Black Mist
=== Equipment ===
==== Treasures ====
=== Followers ===
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* Deal 1 damage to an attack target before entering combat. If the target dies, combat is avoided.
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* Steal 1 gold whenever you survive a fight. No gold to steal? Inflict 1 damage.
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* Clingy. (Cannot be removed.) 
* Fickle. (If defeated in combat, he joins the victor. Ending your turn adjacent to another player rolls a die to decide who keeps The Trickster.) 
* Misleading. (At the start of each turn, you move into a random adjacent tile. Costs no AP.)
=== Spells ===
=== Trickeries ===
* Pay 1 Gold. Can't pay? 3 Damage!
== The Villains ==
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: The King
==== Policies ====
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: Guards
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: Banes
== The Clans ==
=== The Bandits === 
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=== The Leviathan ===
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* Upon taking lethal damage, Rumble ejects from his mech and retreats. While unmounted, Rumble has 1 Fight, 1 Body and does not benefit from Equipped Items. Rumble will remount at the start of his next turn.
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* Tristana can select to move to tiles up to 2 tiles away, jumping over the tile in between. She can only do this once per turn.
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=== The Order of the Mother Serpent ===
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=== The Harrowing ===
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