Service Rat with 10 Players
Ten is the maximum, and the most epic version of the game. Six Workers, three Saboteurs, and a Rat make for a long, sprawling match full of cross-table accusations, and with Personnel Audit firing on the very first Sabotage, the investigations start the moment things go wrong. The biggest party-game table Service Rat supports.
The role split at 10
Six Workers face a four-person evil team, three Saboteurs plus the Rat, for a 6:4 majority. The extra Worker 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 Saboteurs 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 Workers. 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.
Directive schedule at 10
Ten shares the 9–10 bracket, so the investigations come thick and early: Personnel Audit on the first and second Sabotage, before Extraordinary Shift and the Termination-plus-Veto endgame.
| Sabotage # | Directive (10 players) |
|---|---|
| 1st | Personnel Audit |
| 2nd | Personnel Audit |
| 3rd | Extraordinary Shift |
| 4th | Termination |
| 5th | Termination + Veto unlocks |
Those two early Audits give the six Workers a fighting chance to map a four-strong enemy — the full set is on the directives hub, starting with Personnel Audit.
Term limits at 10
With ten alive, the full term-limit rule applies and barely bites: the previous CEO and previous Chief Engineer are both ineligible for the next Chief Engineer 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 Saboteur faction from reinstalling the same government back to back. The small-table exception is effectively irrelevant, since half the table would have to be terminated before five remain.
Strategy for ten
For Workers, 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 Audits, and build a verified bloc before the Sabotage track climbs. For the three Saboteurs, 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 Workers and three protective Saboteurs make this the safest table to inhabit; play patiently, stay forgettable, and make your bid for Chief Engineer only once three Sabotage 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.