My local league plays a variant of Furball games. We find it awesome, newb-friendly, chaotic, and fun. Most we've squeezed in was a 7 player game!
Each player gets two 35 point ships. The ships do not have to be of the same faction, but all other listbuilding rules apply.
We play on a circular table. Each player spawns one of their ships at a specific point on the edge of that table. These points are equidistant from each other. The direction of spawn is up to the player (that is to say, you may spawn it facing any direction, so long as your ship touches your spawn-point).
Whenever one of your ships is destroyed, or flees from battle (which is no longer lethal), the other ship spawned. The replacement ship may still participate in the phase if the time for it to do so has not yet passed.
(I.E., if a PS3 ship flies off the board of its own volition, its PS9 partner may still perform the maneuver on its dial when the PS9 ships move. Similarly, if that PS9 ship is destroyed by a PS6, the PS3 will spawn and potentially be able to shoot at a viable target)
If a ship flies off the field of its own volition, place mission tokens on it equal to its remaining hull.
At the start of each activation phase, remove a mission token from all ships not on the field.
When a ship spawns, deal it one face-down damage card for each mission token remaining on it, then remove all mission tokens from it.
At the start of the game, each player places 3 asteroids on the field. However, the range restrictions have been removed: So long as the asteroids are not at Range 1-2 of a spawn-point, and neither overlapping the edge or another asteroid, it's a fair placement.
The player with the most initiative is chosen by the player with the least points between their two ships. After that, initiative proceeds clockwise.
The player with the last ship wins.
Would you like to try it out? What builds and/or duos do you see as being powerful? Do you have any more rules questions for me?