How to Play Piquet
How to Play Piquet
Piquet is a thoughtful classic card game for exactly two players. You need a normal deck of cards to begin, then remove the low cards so both players can build combinations, choose smart discards, and win tricks. If you need one, find a regular deck of playing cards from Playmore. This guide uses one common version of Piquet; regional and family house rules can vary.
Quick facts
| Players | 2 |
|---|---|
| Cards | 32 cards, 7 through ace in each suit |
| Hand | 12 cards per player, with 8-card stock |
| Round | Exchange, declarations, then 12 tricks |
| Game | Six deals, called a partie |
What you are trying to do
Your goal is to score more points than your opponent over six deals. Piquet rewards several kinds of success. You can score for having the longest suit, for making a sequence (three or more cards in the same suit in unbroken rank order), for collecting a set (three or four cards of one rank), and for winning tricks. A trick is one card played by each player, with the higher card of the suit led taking the pair.
The game has no trump suit, so no suit automatically beats another. The interesting decisions start before the first card is played: you exchange some cards with the stock and try to improve your combinations without giving away too much about your hand.
What you need
Use a standard 52-card deck, but remove every 2, 3, 4, 5, and 6. The remaining cards are 7, 8, 9, 10, jack, queen, king, and ace in each suit, making 32 cards. In rank order from low to high, they are 7, 8, 9, 10, jack, queen, king, ace. You will also need paper or a notes app for keeping each player’s running score.
Set it up
Choose a dealer by cutting cards: the player who cuts the lower card deals first. The dealer is called Younger, and the other player is Elder. Shuffle and deal 12 cards to each player, usually in batches of two or three. Place the eight undealt cards face down in the middle as the talon, or stock. Deal alternates after each hand.
A complete game has six deals, with each player dealing three times. For a first game, agree that the higher total after the sixth deal wins. Keep the traditional bonuses in the scoring section, but do not worry about the old settlement rules attached to the name “Rubicon.”
How to play
- Check for carte blanche. Before exchanging, look for a hand with no jacks, queens, or kings. This is called carte blanche, meaning a blank hand of number cards and aces, and it scores 10 points. If Elder has carte blanche, announce and show it before Younger exchanges; if Younger has it, announce it immediately and show it after Elder has exchanged but before Younger discards.
- Exchange cards. Elder goes first and discards between one and five cards face down, replacing them from the top of the stock. Younger then discards at least one card and may take no more cards than remain in the stock. In the usual deal, Elder can take five and Younger can take three. If you take fewer than the allowed number, say so before drawing. Keep your discards nearby; you may look at your own discards during play.
- Declare the point. Elder announces the number of cards in the longest suit. The player with more cards scores that number. If both longest suits have the same length, add their values to compare them: aces count 11, jacks through kings count 10, and number cards count their printed value. The higher total wins the point category. If the totals are identical, neither player scores it.
- Declare sequences. Elder announces the best sequence, then Younger answers “good,” “not good,” or “equal.” A sequence of three scores 3 points, four scores 4, five scores 15, six scores 16, seven scores 17, and eight scores 18. When sequences have equal length, the one ending in the higher card wins. The player with the winning best sequence may also score any other sequences in their hand; the other player scores none.
- Declare sets. Sets use only 10s, jacks, queens, kings, and aces. Three matching ranks make a trio worth 3 points; four make a quatorze worth 14. Any quatorze beats any trio, and a higher rank beats a lower rank within the same type. The winner of the set category may score other valid sets they hold as well.
- Play the tricks. Elder leads the first trick. Players must follow suit, meaning they must play a card from the suit led if they have one. If they do not, they may play any card. The higher card in the led suit wins, and the trick winner leads next. There are 12 tricks in all.
- Record points as you go. Score 1 point whenever you lead a trick. Score 1 more when you win a trick led by your opponent. Winning the final trick gives an additional 1 point. You may inspect completed tricks at any time.
How you win
After the tricks, the player who won seven through eleven tricks scores 10 points for “cards.” If one player wins all 12 tricks, that player scores 40 instead, called capot. If the tricks split 6–6, nobody receives the 10-point cards bonus. Add declaration, trick, and bonus points to each player’s running total.
For advanced play, Piquet also has two exciting bonuses. A repique gives 60 extra points when one player reaches at least 30 points from declarations before the opponent scores a declaration. A pique gives 30 extra points when Elder reaches 30 before Younger scores anything. Beginners can simply mark these bonuses when they happen, then focus on the core categories. After six deals, the higher total wins; if tied, play two more deals.
Easy first-game tips
Keep your longest suit whenever possible. It can score the point, form a sequence, and help you win several tricks. Aces are strong, but do not automatically keep every high card if they break up a promising run. Elder usually exchanges five cards because seeing more of the stock gives a better chance to improve. Younger has less choice because Elder takes first, so consider both scoring and defense.
During declarations, listen carefully to the length and strength of your opponent’s combinations. You do not have to announce every combination if you think hiding information will help, but beginners should declare clearly until the rhythm feels natural. Write down points immediately, and say each running total aloud so mistakes are easy to catch.
Quick questions
Can I play Piquet with a regular 52-card deck?
Yes. Remove all cards from 2 through 6, leaving the 32 cards from 7 to ace. Both players then receive 12 cards, with eight cards left for exchanges.
What happens if I cannot follow suit?
You may play any card. Since there are no trumps, the highest card in the suit that was led wins the trick.