I'm going to go ahead and throw my hat into the ring. Here's my entry into game chef 2009.
Mutiny on the SeabirdThe year is 1690, the French pirate ship the Seabird has been sailing up the eastern coast of America looking for ships to plunder with no luck. 3 months ago they put to sea, their rations are running low, as well as their run, no booty is coming into their coffers, and there is nary a wench in sight!
The Captain has not made good on his promises and the crew's morale is at an all time low. It's time for a change, you and your fellow conspirators gather at night when the captain is sleeping. In a small hold whose walls divide up the cargo area, you plot your mutiny. One of you must become the new captain, with a small group of followers you must win over the rest of the ship.
The rules:
Each Mutineer receives 5 token to represent loyal crew members
The Captain (GM) receives 5 Tokes per player for his loyal crew members
Play starts clockwise from the captain.
The first Mutineer starts his scene describing how he is going to go about swaying crew to his cause, this can be against another player or the captain.
Roleplay out the scene with the player in question then make your move. You take 3d6 and add an additional d6 for every crew you wish to commit to the action. Crew committed are put at risk during the round and can be lost.
Your opponent commits rolls 3d6 and also can commit crew to resist. Whether the opponent commits crew or not all of his crew is at risk.
Dice are rolled and the highest single dice is taken as the attack and defense. Matches are added together to get bigger numbers for example if a player rolled 5 dice and got a 4, 5, 2, 2, 2 his highest dice would be a 6 with the 3 two's added together.
If the attacker wins he sways crew to his cause and the difference is added to his crew total.
If the defender wins, the difference up to the committed crew is added to his loyal crew, they changed their minds, etc..
Crew committed to an action cannot be used again until the players next scene.
Play progresses around the table with the captain ending the turn. His actions represent him trying regain his position, and win back the loyalty of the crew.
If a player runs out of crew he is outed as a mutineer, and a scene is played out representing his punishment, keelhauled, or set adrift, whatever sounds fun. That player is then out of the game.