Service Rat with 10 Players

Ten is the maximum, and the most epic version of the game. Six Cats, three Sellouts, and a Rat make for a long, sprawling match full of cross-table accusations, and with Sniff Out firing on the very first Rat Law, the investigations start the moment things go wrong. The biggest party-game table Service Rat supports.

The role split at 10

6
Cats
3
Sellouts
1
The Rat

Six Cats face a four-person evil team, three Sellouts plus the Rat, for a 6:4 majority. The extra Cat over the nine-player game gives the good side a bit more breathing room, but with four hidden enemies and a long roster of suspects, no one is above suspicion for long.

Does the Rat see an ally?

No. As at every count from seven up, the Rat plays solo at ten. The three Sellouts share full knowledge of each other and the Rat, so the evil team operates as a coordinated unit while the Rat free-floats among six Cats. With the largest possible crowd to disappear into, a disciplined Rat is genuinely hard to pin, because the table simply has too many faces to read.

Prerogative schedule at 10

Ten shares the 9–10 bracket, so the investigations come thick and early: Sniff Out on the first and second Rat Law, before Snap Election and the Kick Out of Town-plus-Veto endgame.

Rat Law #Prerogative (10 players)
1stSniff Out
2ndSniff Out
3rdSnap Election
4thKick Out of Town
5thKick Out of Town + Veto unlocks

Those two early Sniff Outs give the six Cats a fighting chance to map a four-strong enemy: the full set is on the prerogatives hub, starting with Sniff Out.

Term limits at 10

With ten alive, the full term-limit rule applies and barely bites: the previous Mayor and previous Ratcatcher are both ineligible for the next Ratcatcher slot, but in a ten-player game there are always eight other candidates. The rule's purpose at this size is purely to prevent a Sellout faction from reinstalling the same council back to back. The small-table exception is effectively irrelevant, since half the table would have to be kicked out of town before five remain.

Strategy for ten

For Cats, ten is an exercise in organization: six of you can't all talk at once, so designate trusted voices, lean hard on the two early Sniff Outs, and build a verified bloc before the Rat Law track climbs. For the three Sellouts, a big table is the perfect smokescreen: diffuse your votes, let suspicion bounce between innocents, and only ever sacrifice a teammate if it buys real trust. For the Rat, six Cats and three protective Sellouts make this the safest table to inhabit; play patiently, stay forgettable, and make your bid for Ratcatcher only once three Rat Laws are down. Whoever keeps the clearest mental map of a ten-person table usually wins.

Short of a full ten? Bots fill any open seats so you can still play the biggest game on Pass & Play, LAN, or Online: one human minimum.

Want the rules cold first? See How to Play and the role guides, or drop back to 9 players or the full player-count hub.

Pack a full ten, or fewer with bots in the spare seats. Free on Android and iOS, no account.