The newest expansion EXTREME HAUNTINGS adds a whole new level to gameplay for The Three Pillars: A paranormal Card Game. With the addition of Entities, Objects, Curses, all new Events, Locations and a new Pillar class to this set the stakes have never been higher. 

 

ENTITY CARDS -- The Pillars will encounter some pretty nasty spirits while they are trying to close cases. The Entities are shuffled into the Investigation Deck and will come out randomly, wrecking havoc on your investigation. The game text on an Entity will directly affect your Pillar, most likely hindering them in some way. Whether it’s a Murderous Spirit, a Poltergeist or a Bone Demon, they are all formidable adversaries. The Entities can either be banished from a location, or vanquished in battle using Combat Rules. A victory condition of Extreme Hauntings is that a player must defeat at least one Entity throughout the course of the game. When an Entity is vanquished, the player will score points equivalent to the banish number. 

 

  The Extreme Deck, which can be accessed when an Entity is present at a location, consists of 20 cards. Once per turn you may draw a card from the Extreme Deck in an attempt to gain an item. These items will allow you banish Entities, remove curses by collecting and combining the Items to match corresponding numerical values on Curses or Entity cards. One used, Items are reshuffled back into the Extreme Deck. Each item also has a printed battle function in helping to vanquish Entities. 

 

  Be cautious because mixed into this deck are Curses. 

 

  For example: Your Pillar is investigating Pennhurst State School and there is an Entity in play. An Elemental is looming, threatening to suck away a piece of your evidence at the end of your turn. In a bold move, you decide to draw a card from the Extreme deck at the beginning of turn in hopes of obtaining a level 2 or level 3 object which will allow you to Banish the Elemental into the discard pile. Picking the top card you realize that you just made matters worse for yourself as you have drawn a curse that will reduce the size of your hand until this curse is dispelled. Now, not only will the Elemental remain at the location and take your evidence, you will also need to make another attempt at getting an item to break free yourself from the curse. There are three levels of curses.

 

CURSES -- 

LEVEL 1 will affect your Pillar’s ability to properly investigate.

 

LEVEL 2 will affect your current location – this type of Curse will also affect your opponent at that same location.

 

LEVEL 3 is the most power level of the Curses and will affect your entire Team. Curses are cumulative and a single player can languish under multiple curses simultaneously.

 

  Curses will remain in effect until they are removed. Therefore, a Pillar who has already closed out his/her case may still be cursed. While it is possible to complete the game while remaining under curses, it is not advisable strategy as it may result in a loss of total points in the scoring phase. 

 

EVENTS -- Twenty new Events, including several new personalities. As always some of the events may help you, while others may have potentially disastrous effects. The Events are meant to replace the original set in a stand alone game, however, you may freely choose to merge in the original Events, as well as those from previous expansions depending on if you are also utilizing the Allies & Adversaries and/or Batteries Not Required expansion sets in your game. 

 

CASES -- There are nine new locations to investigate, each with unique game text that will make the cases more difficult than ever before. Some of these locations may be “Home” to a particular Entity, if that’s the case, that Entity may Not be banished while present at this location. 

 

PILLARS - Now you have even more options. Aside from two new Skeptic Pillars (an updated Chris, and adding Beth Ezzo onto the team), there is also an entirely new Pillar Class: The Clergy. That’s right, when cases get this extreme it’s time to call in for some spiritual backup. A player is still allowed to complete the game using only three Pillars, but you can use this new class to replace a Psychic, Skeptic or a Scientist during one of your investigations. These Pillars are particularly useful for helping with Curses and banishing Entities.

August 5, 2105 - Announcing the third expansion to THE THREE PILLARS: A Paranormal Card Game focusing on entities and curses: Extreme Hauntings

 

The stakes are about to be raised - the cases have gotten more dangerous as have the things that await you at each one All-new card types challenge your team to the extreme! Entities appear when least expected to try and do more than just scare off your Pillars. Access the new Extreme Deck to search for Objects to help in the battle but there is a grave risk in doing so...the potential to be cursed!

 

This double set is compatible with all prior expansions or can be played without them. The release date is September 29, 2015.

 

 Expansion set includes:

4 new Pillar Cards

9 Entity Cards

10 Curse Cards

10 Object Cards

 9 Cases

 24 Event Cards

1 Support Card

1 Multi Evidence Card

Complete Rulebook

 

 

Coming in March 2016, the next expansion, focusing on the haunted items: The Haunted Museum

February 24, 2105 - Announcing the second expansion to THE THREE PILLARS: A Paranormal Card Game focusing on psychic abilities and powers: Batteries Not Required

 

Not everything can be measured via technology.  The paranormal by nature is intangible and thus can be discovered by means which also seem to be intangible.  Its time to get metaphysical!  With new Cases, Pillars, Events and the all-new Psychic Deck, players can now take their investigations to the next level....and beyond.

 

You can add these new cards to your core set, or choose to supplement the Cases and Events Decks with the BatteriesNot Required expansion.  The release date is March 10, 2015.

 

 Expansion set includes:

4 new Pillar Cards

15 Psychic Cards

 5 Cases

 10 Event Cards

2 Expansion Rules cards

 

 

Coming in September 2015, the next expansion, focusing on the darker cases: Extreme Hauntings

September 9, 2014… the date you’ve been waiting for! Well, at least it’s the date we at CORE Games have been waiting for anyway. We’re excited to announce the official release of Allies & Adversaries, our first expansion set to THE THREE PILLARS: A Paranormal Card Game.

 

With six additional locations to investigate, and twenty-four new event cards, including a sub-class of Personalities to encounter, this fun expansion will certainly add a new twist to the game. Now you will be able to utilize abilities from a Support Team to help you close cases, but be advised your opponent will also have access to them as well. And beware, not everyone you encounter will be on your on your side!

 

You can add these new cards to your core set, or choose to supplement the Cases and Events Decks with the Allies & Adversaries expansion.

 

 Expansion set includes:

4 Support Team Cards

 6 Cases

 24 Event Cards

2 Expansion Rules cards

 

Coming in March 2015, the next expansion, focusing on the Psychic Pillar: Batteries Not Required

THE NEW CARDS

9/9/15 - Set Preview:

THE THREE PILLARS™ is a paranormal game of checks and balances where you race your opponent to collect evidence and close cases. In each round, there are three Case cards available to investigate. Each one represents a location and has its own unique game text and Evidence requirement. The example we'll look at is one of the more difficult ones in the game - Sailor's Snug Harbor.

EVENT CARD - Clairvoyance

To begin an investigation, you must assign one of your three Pillars here. Cases will have differing difficulty levels that determine how much evidence must be played. In order to close this case, you must play at least fifteen points worth of evidence cards as indicated in the top right hand corner. Beneath the number 15 you will see the number 9 (Fig. 2), this is the minimum number of evidence that must be played in order to leave this case Inconclusive and move on to the next case. Why would you leave a case Inconclusive? You never have to do so, however, there may be instances when you are stuck due to a Misfortune that you can’t combat at your current location. For whatever reason, leaving a case Inconclusive will allow you to play a remaining Pillar at the next case. It will also force you to dump your hand and redraw up to your card limit at the beginning of your next turn. Depending on the cards you hold in your current hand, a redraw can be a helpful. Or you may be losing valuable evidence to the discard pile. Either way, it will allow you to leave that Misfortune behind and start fresh at the location. But be warned, it comes at a price. A case left Inconclusive must be completed in order for that player to finish the game. If a case is closed on the first attempt, you will collect a valuable CASEBOOK CARD that will grant certain benefits, however, even if a case is left inconclusive, a player will NOT collect a CASEBOOK CARD once it is closed. The special game text for this case states that anytime LEVEL 4 or LEVEL 5 evidence is played, that player must draw an EVENT CARD. Be careful, EVENTS can work in your favor, or against you.

 

 

 

The Three Pillars: A Paranormal Card Game will be available on April 10, 2014. Check back for weekly updates and previews!

THE THREE PILLARS™ is a paranormal game of checks and balances where you race your opponent to collect evidence and close cases.  No matter how prepared you are (or think you are) there is one thing you can't control - Fate.  There are things in this world that happen regardless of our input or opinion and the Event cards stand in for these worldy elements of chance - but in our world of the paranormal, they come in familiar terms.  They can help you, hurt you or do little - any time you draw an Event card you're taking a risk, but isn't that part of life in general?.

 

CLAIRVOYANCE is an Event card that allows you to pick an opponent, and take a card from their hand. This could get you a juicy piece of evidence, or the remedy to that Misfortune you've been languishing under for half the game.  Perhaps you might steal a Misfortune card that you'll play on them!  Turnaround is fair play and in this game it often happens as suddenly as the draw of a card.

 

 

 

 

The Three Pillars: A Paranormal Card Game will be available on April 10, 2014. Check back for weekly updates and previews!

EVIDENCE CARDS

3/12 - Card Preview:

3/28 - Card Preview:

3/19 - Card Preview:

EVENT CARD - Clairvoyance

Fig. 1 - A Case card

Fig. 2 - Evidence Requirements

CASE CARD - Sailor's Snug Harbor

These are the cards you play from your hand to score points and close a case. There are five types of evidence that can be played:

 

       •  LEVEL 1 – EMF Fluctuation

       •  LEVEL 2 – Photographic Anomaly

       •  LEVEL 3 – Electronic Voice Phenomenon

       •  LEVEL 4 – Instrumental Trans-Communication

       •  LEVEL 5 – Full Bodied Apparition

 

*Note: Due to the extreme rarity of actually seeing Full Body Apparitions, each player may only play two LEVEL 5 evidence cards per round. A round is considered three locations whereas a full game consists of investigating Nine locations in the Case Deck.

 

Designer's Note: If the colors of the icons look somewhat familiar, there is a reason for that.  Most investigators will recognize this color progression from their K-II Meters.  Green being the lowest level all the way up to red.

 

 

 

 

 

 

 

 

 

The Three Pillars: A Paranormal Card Game will be available on April 10, 2014. Check back for weekly updates and previews!

THE THREE PILLARS™ is a paranormal game of checks and balances where you race your opponent to collect evidence and close cases. In order to begin submitting evidence at any given location, an ON THE CASE card must first be played. Without this simple card, your team is essentially blocked no matter how much evidence you may have in your hand.  Remember, this is a competitive game and just because you’re on the case this turn, doesn’t mean things will stay that way for long.

 

 

 

 

OFF THE CASE is a misfortune card that an opponent may play against you to hinder your progress, or vice versa. When that happens, you must play another ON THE CASE in order to resume your investigation. If you do not have an ON THE CASE card in your hand to counter, not to worry, there are plenty in the draw deck and soon enough you’ll get back on track.

 

 

 

 

The Three Pillars: A Paranormal Card Game will be available on April 10, 2014. Check back for weekly updates and previews!

3/5 - Card Preview:

ON THE CASE / OFF THE CASE

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