Piquet
You against the computer, twelve tricks a deal and six deals a match.
Choose 1–5 cards to replace. Selected: 0.
Computer: 12 cards · Stock: 8
Your hand
Scoring and revealed declarations
Your discarded cards and completed tricks
Your discards: None yet
Recent play
- Elder hand exchanges first.
How this table plays
Exchange first: the non-dealer may replace up to five cards, then the dealer can use the remaining stock. Both replace at least one. A hand dealt without a jack, queen or king is carte blanche and scores ten, but only if you announce it before you discard. An elder hand who takes fewer than five may look at the rest of the five, and a younger hand who leaves cards may lay them face up once the elder has led.
Then the declarations, and you make your own. The elder hand announces a point, a sequence and a set, in that order, and the younger answers good, not good or equal. Announce less than you hold and you keep the information, but only what you announced can score. Only tens through aces form scoring sets. A combination that scores is shown when the other side asks for it and not before.
Then twelve tricks. Follow the led suit when possible. There are no trumps. Each lead earns one point; taking your opponent’s lead adds one. The last trick adds one, and most tricks adds ten (forty for all twelve). The match lasts six deals, with two more if tied.
The computer declares everything it holds rather than hiding anything, and its card play is basic: it leads high, wins as cheaply as it can, and never counts to thirty. No money is involved. To play another person instead of the computer, open a table at Piquet with a friend.
How to play
Thirty two cards, sevens up, twelve each. You may exchange up to five cards from the stock if you did not deal, and the dealer takes what is left; both of you exchange at least one. The table then declares your best point, your best sequence and your best set for you, and scores the winner of each. Carte blanche, repique and pique are counted where they fall.
Then twelve tricks with no trumps: follow suit if you can. A lead scores one, taking the lead from the computer scores one, the last trick one, most tricks ten, all twelve forty. A match is six deals, two more if tied, and the Rubicon result is shown as points. The computer is a basic opponent, and what this table leaves out is written under it.
To play a person rather than the computer, open a table at Piquet with a friend. Same rules, same scoring, one link to send.