How to Play Piquet – Rules, Strategy and Scoring Guide

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Piquet is one of the oldest two-player card games still in serious play, and once France’s national game. It uses a shortened 32-card deck, a scoring system built around three rounds of declarations, and an asymmetric advantage for the non-dealer that makes every seat feel different. If you enjoy Cribbage, Ecarte, or Bezique, Piquet sits comfortably in the same family of “count-and-play” games — but with a more intricate scoring ladder that rewards patience and hand-reading.

This guide walks through the deal, the exchange, the declarations, the trick play, and the full scoring scheme for a six-deal partie, plus strategy notes and answers to common questions.

A Quick Overview of Piquet

Piquet is played by two people with a Piquet pack — the 7s, 8s, 9s, 10s, Jacks, Queens, Kings, and Aces from a standard 52-card deck (Aces high). Each deal has three scoring phases:

  1. The exchange, where both players trade cards with an 8-card talon to improve their hands.
  2. Declarations, where players score for the longest suit, the best run, and the best trio or four of a kind.
  3. Trick play, where points trickle in for leads, wins, the last trick, and taking the majority of tricks.

A full game — a partie — is six deals, with the deal alternating each hand. The player with the higher total at the end wins, and the margin determines the size of the win under the “Rubicon” rule.

The Piquet Deck and Card Ranking

Piquet uses 32 cards: remove every 2, 3, 4, 5, and 6 from a standard pack. Ranks run from Ace (high) down to 7 (low).

Card values for “Point”

When counting the longest suit (Point), cards are valued as follows:

  • Ace — 11
  • King, Queen, Jack, 10 — 10 each
  • 9, 8, 7 — face value

These values are only used to break ties when both players have the same suit length.

The Deal

Players cut for the deal; low card usually deals first. The dealer gives each player 12 cards in twos or threes, leaving 8 cards face-down as the talon. The talon is typically split into a stack of 5 (for the non-dealer) and a stack of 3 (for the dealer).

The non-dealer is called Elder, and the dealer is called Younger. This distinction matters: Elder acts first at every decision point and has a substantially bigger exchange, which is why tracking who dealt is a strategic habit from the first card.

Carte Blanche

Before exchanging, a player with no court cards (no Jack, Queen, or King) may announce carte blanche for 10 points. To prove it, they must show each card as they lay it down in the first phase of play — declarations and trick play still proceed normally.

The Exchange

The exchange is widely considered the most important decision in Piquet.

Elder’s exchange

Elder may discard between 1 and 5 cards, face-down, and draw the same number from the top of the talon. Elder must discard at least one. Any cards Elder does not draw can still be examined during play, but Younger cannot see them.

Younger’s exchange

Younger may then discard up to however many cards remain in the talon (usually 3 or fewer if Elder took all 5). Younger is only required to discard at least one if they want to take any cards; they may also pass entirely. If Younger leaves cards in the talon, they may choose to look at them or leave them unseen, but this choice is locked in before play starts.

How to think about the exchange

The exchange rewards committing to your strongest suit. Elder usually wants to pitch short-suit material and draw toward length — a 5-card suit is worth far more than two mediocre 3-card suits. Younger plays more defensively, typically protecting high cards and guarded holdings that can win tricks rather than chasing big declarations.

Declarations: Point, Sequence, and Set

After the exchange, both players score for three categories — in this order: Point, Sequence, Set. Elder announces first, and Younger responds with “good” (you win the category), “not good” (I win), or “equal” (tie — neither scores).

Point (longest suit)

The player with the most cards in a single suit scores one point per card in that suit. If tied on length, the higher pip total (using the values above) wins. Ties on both length and pips mean nobody scores Point.

Sequence (runs in one suit)

A sequence is three or more cards in consecutive rank in the same suit. Names and scores are:

  • Tierce (3 cards) — 3 points
  • Quart (4 cards) — 4 points
  • Quint (5 cards) — 15 points
  • Sixième (6 cards) — 16 points
  • Septième (7 cards) — 17 points
  • Huitième (8 cards) — 18 points

Only the player with the best sequence scores — but once they win, they may also score any additional sequences they hold. Sequences are compared first by length, then by top card.

Set (trio or quatorze)

A set is three or four cards of the same rank, but only tens through aces count. A trio (three of a kind) scores 3 points; a quatorze (four of a kind) scores 14. The higher-ranked set wins; again, the winner can then score any additional sets they hold.

“Sinking” a declaration

Players are not required to declare everything they hold. Hiding a combination is called sinking — you give up the declaration points but keep your hand secret, which can be worth it when your opponent is close to a pique or repique threshold.

Pique and Repique: The Big Bonuses

Two dramatic bonuses can swing a hand:

  • Repique — If you reach 30 points in declarations alone before your opponent scores a single point, you add a 60-point bonus. Your count starts from carte blanche and continues through Point, Sequence, and Set.
  • Pique — If you reach 30 points from declarations plus the opening phase of play (before your opponent scores anything at all), you add 30 points. Only Elder can score Pique, because Younger cannot earn points before Elder has played.

These bonuses reshape strategy. Sometimes it is worth not declaring a small sequence if it would push your opponent over the repique line on their own, or if sinking it keeps your own path to pique cleaner.

The Play of the Hand

After declarations, Elder leads the first trick. Play is at no trump and follow suit is required; if you cannot follow, you may discard anything. The higher card of the led suit wins the trick.

Trick-play scoring

  • 1 point for leading to a trick (Elder scores this on every trick they lead).
  • 1 point for winning a trick led by the opponent.
  • 1 extra point for winning the last trick.
  • The cards — 10 points for winning 7 or more of the 12 tricks.
  • Capot — 40 points (instead of 10) for winning all 12 tricks.

Trick points do not count toward pique, but they do count toward your partie total.

The Partie and the Rubicon

A partie is six deals. At the end:

  • If the loser’s total is 100 or more, the winner’s margin of victory is winner’s total − loser’s total + 100.
  • If the loser’s total is under 100, the loser has been “rubiconned,” and the winner’s margin is winner’s total + loser’s total + 100.

The Rubicon rule punishes very weak play — failing to reach 100 means your own points are added to the winner’s margin instead of subtracted. Getting past 100 is a real strategic target in addition to beating your opponent.

Strategy Tips That Actually Help

Commit to one long suit

Point is the single most reliable source of declaration points because it comes up nearly every deal. Elder should usually keep a 4-card or longer suit intact and discard toward strengthening it, even if that means throwing a guarded King.

Respect the asymmetry

Elder plays for big scoring — pique, a strong Point, and aggressive leads from long suits. Younger plays for control: protect high cards in each suit, prevent capot, and hold back leads. Swapping that mindset to the wrong seat is one of the most common beginner mistakes.

Count the 32 cards

The deck is small, so inference is powerful. If you saw a quart major (A-K-Q-J) declared, you already know where several of the top cards live. Keeping a rough mental tally of the eight highest cards usually reveals which suits are safe to lead.

Sink sparingly but deliberately

Sinking a declaration costs you points, so only do it when the information cost to your opponent is genuinely higher — for example, when you are close to capot and want them to misread your shape.

Play for 100

If you are behind in a partie, your total still matters because of the Rubicon. Take small trick points and declare honestly when you are short of 100 rather than taking flashy risks.

Piquet Variants Worth Knowing

Piquet à écrire (Rubicon Piquet)

The version described above with a fixed six-deal partie and the Rubicon rule. This is the most common modern form.

Piquet Normand / three-handed Piquet

A three-player version where one player sits out each deal or acts as a passive partner. Scoring is adjusted to reward winning against both opponents.

Piquet Voleur

A four-player partnership adaptation that keeps the declarations and trick play but scales the hand size. It is rare today but historically popular in France.

Where Piquet Fits in Today

Piquet is no longer a staple at most clubs, but it still has a devoted following — especially among players who enjoy classic two-handed games like Gin Rummy, Cribbage, and Bezique. It rewards study in a way few casual games do: the scoring chart is dense, the exchange is a deep decision, and the asymmetry makes each seat feel like a different game.

If you are already comfortable with trick-taking games, Piquet is one of the most rewarding classics you can learn. Start with a handful of casual partie with the scoring chart in front of you, and within a few sessions the declarations will feel natural.

Frequently Asked Questions

How many players can play Piquet?

The standard game is strictly for two players. Variants like Piquet Normand (three players) and Piquet Voleur (four players in partnerships) exist, but they are far less common than the two-handed form.

Do I need a special Piquet deck?

No. Any standard 52-card deck works — simply remove every 2 through 6, leaving 32 cards. Historical Piquet packs did exist and featured regional court-card designs, but they are not required to play.

What is the difference between Pique and Repique?

Repique (60 bonus points) is scored when you reach 30 points from declarations alone before your opponent scores anything. Pique (30 bonus points) is scored when you reach 30 points from declarations plus the early play phase before your opponent scores. Only Elder can score Pique because Younger cannot earn points first.

Is Piquet a game of skill or luck?

Both, but skill dominates over a full partie. The exchange decision, sinking, discard strategy, and card counting all compound across six deals. A stronger player almost always wins a complete partie, even against a lucky opponent.

How long does a game of Piquet take?

A full six-deal partie typically takes 30 to 50 minutes once both players know the declarations. Beginners using a reference card should expect closer to an hour for their first few games while they get comfortable with the scoring categories.