Service Rat with 5 Players

Five is the smallest table Service Rat allows, and it's the most knife-edge version of the game. Two players are on the evil side and they both know it. There's nowhere to hide and no slack for a wrong vote. If you want a fast, high-stakes social deduction game for a small group, this is it.

The role split at 5

3
Cats
1
Sellout
1
The Rat

Three Cats face a two-person evil team: one Sellout and the Rat. That's a 3:2 majority for the good side: comfortable on paper, brutal in practice, because a single misplaced Cat vote can hand a council to the bad team.

Does the Rat see an ally?

Yes. At five players the Rat learns who their Sellout ally is at the start of the game. This is the official small-game rule, and it's a big swing: the two evil players are fully coordinated from turn one, while the three Cats know nothing about each other. The whole Cat game is clawing back that information gap before the Rat Law track fills.

Prerogative schedule at 5

Five-player games use the 5–6 bracket. Sniff Out and Snap Election never appear; the only investigative tool is Peek at the Docket, and it doesn't arrive until three Rat Laws are already down.

Rat Law #Prerogative (5 players)
1st–
2nd–
3rdPeek at the Docket
4thKick Out of Town
5thKick Out of Town + Veto unlocks

Each prerogative gets its own walkthrough on the prerogatives hub: start with Peek at the Docket and Kick Out of Town, the only two you'll ever see in a five-player game.

Term limits at 5

The small-table exception matters here from the very first Round. Normally both the previous Mayor and previous Ratcatcher are term-limited, but when 5 or fewer players are alive, only the previous Ratcatcher is locked out, and a five-player game is already at that threshold. So the previous Mayor can be re-nominated as Ratcatcher immediately, which keeps the small rotation from grinding to a halt. (For a five-player game this exception is in effect for the whole match unless someone is kicked out of town, which only tightens things further.)

Strategy for five

For Cats, the math is unforgiving: with only three of you, losing even one to a Kick Out of Town or a bad read often loses the game outright. Track every law pair and treat a single suspicious Mayor draw as near-proof. For the evil team, the coordination edge is everything. The Sellout and Rat should split their public stories so they never look aligned, and the Rat should stay quiet and clean until the Rat Law track crosses three, then push to become Ratcatcher. Mistakes are costly on both sides, which is exactly what makes five so tense.

Only have four people? Add one bot and play a full five-player game: Pass & Play, LAN, or Online. You just need at least one human at the table.

New to it all? See the full rules, the role guides, or jump up to 6 players.

Grab four friends (or three and a bot) and start a five-player game. Free on Android and iOS, no account.