I had made mention of having a special power for each player in my review of the game and that got me thinking more about it. This could easily be done with a basic set of cards -- just deal a couple to each player at the start of the game and they could choose one trait (special power) to give their house for the upcoming game.
I wanted to do at least 8 so that each player could pick from 2 cards. These are some rough ideas, and many of them could be totally broken. I was also thinking that each one would have both an advantage and disadvantage but now I'm kind of feeling like that would be too many special case rules to keep track of. Anyway let me know your thoughts!Drow House TraitsNoble
: At the start of your turn gain +1 Influence. Gain +1 VP whenever you buy a card costing 6 or more.Demonic
: Once during your turn you may discard 2 cards to Promote the top card of your deck or Devour a card from the Market row.Crazed
: Insane Outcast cards grant +1 Power and are worth +2 VP in your deck at the end of the game instead of -1 VP.Scrying
: Before drawing a new hand of 5 cards you may look at the top card of your deck and put it into your discard pile if you wish.Warlike
: At the start of your turn gain +1 Power. Once during your turn you may return 1 VP to gain +4 Power.Wealthy
: Once on your turn you may pay 3 Influence to Supplant an enemy troop.Necromantic
: Once on your turn you may Devour a card from your hand to take one of your troops from an enemy trophy hall and Deploy it anywhere on the board.Territorial
: If you have at least two site control markers at the start of your turn gain +1 Influence and +1 VP.