In which 4 or more players, flying fleets substantially smaller than the normal 100 point game, and conceivably as a Furball variant, each secretly have a different win-condition than their opponents.
There are two methods of distribution which I see, based on the following games: Assassins, and Bang.
The Assassins variant has each player's name on a card, and then the cards randomly assigned around the table.
If you pulled your own name, you can call a misdeal.
The moment the player on your card's fleet is eliminated from play, irrespective of who did the elimination, you win
This also means that if anyone but the person on your card is eliminated, you lose. As such, it is in your best interest to insure that your target and only your target is in danger of being eliminated, which crafts some interesting table dynamics. After all, someone else wants you dead as well...
In the "Bang" variant, there are a number of roles doled out.
Role 1: Sheriff. The Sheriff and Deputies win if the Renegade and Outlaws are eliminated, and the Sheriff is still in the game.
The Sheriff is revealed to the entire table, and has Initiative.
Role 2: Deputy. The same win-condition as the Sheriff, but remains hidden.
Role 3: Outlaw. The Outlaws win if the Sheriff is eliminated, but only if at least one of them is still in-game at the time.
Role 4: Renegade. The Renegade wins if the Outlaws are eliminated, and THEN the Sheriff is eliminated.
Since the Sheriff is the only one whose allegiance should be known by the rest of the table, this produces a lot of deceptive attacks, backbiting, and eventually backstabbing.
For four players, there should be one of each role.
For five, a second Outlaw is added
For six, a second Deputy is added
For seven, a third Outlaw
For eight, a second Renegade