About Piquet
What Is Piquet?
Piquet was already established in Europe by the seventeenth century, and its 32-card pack still makes each discard matter. Two players each hold twelve cards. Before the first trick, they exchange cards from an eight-card talon and compare three types of declarations. There is no trump to rescue a weak suit. This page offers a single-deal practice against a CPU: select cards to exchange, see what your resulting hand can declare, then try to take a majority of twelve tricks.
How to Play Piquet
- Remove ranks two through six from a standard deck. This leaves seven, eight, nine, ten, jack, queen, king, and ace in each suit. The browser deals twelve cards to you and twelve to the CPU. Eight unseen cards make the talon.
- You play elder hand and exchange first. Click between one and five cards to mark them, then click Exchange. The browser replaces them from the top of the talon. The CPU exchanges up to three cards from the cards left. After both exchanges, the interface compares your best point, sequence, and set claims with the CPU's.
- Point means the longest suit. A sequence is at least three consecutive ranks of one suit. A trio or quatorze uses three or four cards of one qualifying rank, ten through ace. Only the better claim in each category earns that category's points. A tie in both comparison measures awards neither side.
- Lead any card. The CPU replies; if the CPU leads, click a card of its suit if you hold one. With no card of the led suit, you may discard anything. Highest card of the led suit takes the trick. You score one point for a lead and one for winning a trick the CPU led. The last trick gives one extra point. The player with more than six tricks earns ten points for the cards, or forty for taking all twelve.
Basic Rules
- This page simulates one deal rather than the usual six-deal partie. Traditional Piquet has alternating deals, declarations made aloud, and additional pique and repique bonuses when a player reaches thirty points before an opponent scores. This practice omits those timing bonuses and shows its totals as soon as the exchange ends.
- Card rank runs from seven low to ace high. There is no trump. Follow the led suit when possible. An off-suit discard cannot beat a led-suit card. The winner of each trick leads the next.
- For point, a tie in suit length compares the total card values of those suits. For a sequence of equal length, the one ending at the higher rank wins. A quatorze beats a trio; for equal-sized sets, compare rank. In the browser, the best qualifying claim in each category is scored. Full table play can score additional sequences and sets held by the winner of a category.
Strategy Tips for Beginners
- Keep the long suit. Discarding a low card from a five-card suit may cost both the point declaration and the chance to run that suit during play.
- Check which sequences your exchange could build. Seven, eight, nine, ten of clubs already forms a quart; an incoming jack turns it into a quint worth fifteen instead of four.
- Treat the eight-card talon as a limited resource. An elder-hand exchange of five leaves only three replacement cards for the younger hand. A small exchange may improve your hand less than you expect.
- Count the cards missing from a suit. If you hold six of eight spades, the CPU can hold at most two of them. That makes a spade lead more likely to hold later in the hand.
- After declarations, choose leads with a purpose. The first lead itself earns a point, but a long suit can also force the CPU to discard valuable winners from other suits.
Real Examples of Gameplay
A promising exchange
Your twelve cards contain five hearts including ace, king, queen, jack, and nine. Keep those hearts. Replace weak singletons from short suits instead. The heart suit can compete for point and offers a long run after a ten arrives.
Two competing points
You hold five clubs and the CPU holds five diamonds. The suit lengths tie, so compare the values in each five-card suit. A high ace and king can break an otherwise equal point declaration.
Following a lead
The CPU leads the ten of spades. You hold the spade seven and a club ace. You must play the spade seven. The club ace would be illegal while you still have a spade.
Variations of Piquet
- Full Piquet partie: Play six alternating deals and include pique and repique timing, detailed declarations, and the traditional match score.
- Historic 36-card Piquet: An older form used a 36-card deck and a larger talon; consult the linked rule history before using it.
- Bezique: Try Pinochle for another declaration-driven card game while comparing two-player designs.
Why People Love Piquet
- Piquet asks you to plan twice. First choose what to throw away, balancing a longer suit against the hope of a new sequence. Then lead through twelve tricks with the knowledge you gained during exchange and declaration.
- Because no trump can interrupt a long suit, counting which cards remain in each suit pays off. A high card held at the wrong time may be worth less than two connected ranks that complete a claim before play even begins.
Play Piquet Online for Free
Play this free Piquet practice deal directly in your browser. The interface hides the CPU's hand, enforces following suit, and counts the point, sequence, set, and trick totals. It labels the omitted pique and repique bonuses rather than pretending a short tutorial covers the entire six-deal game. Try a new deal after the final trick and change how many cards you exchange.
Frequently Asked Questions
What cards does Piquet use?
A 32-card pack with ranks seven through ace in each of the four suits.
Is there a trump suit?
No. The highest card of the led suit wins each trick.
What is a quint?
A five-card consecutive run in one suit. It scores fifteen points when its player's sequence category wins.
Does this version score repique?
No. It is a single-deal practice that omits pique and repique timing bonuses and does not represent a full six-deal partie.
Start Playing Now
Keep your best suit in mind before you exchange, and watch which declaration categories you can actually win. The second half of the deal rewards careful leads and legal replies. Play the twelve tricks here, then read the complete cited rules for the full six-deal score, extra declarations, and historic bonuses.
References & Research