Piquet, a game played by two persons with 32 cards, eight of each suit, from ace to seven inclusive. The cards rank as in whist. He who cuts the lowest piquet card deals, after his adversary has cut, two by two, until each party has 12 cards. The remaining eight are "the stock," which are placed in one pile between the players. The elder hand then makes his discard. He must discard at least one, and may discard five, replacing the number discarded from the stock. Until the elder hand has replaced the number of his discarded cards from the stock, the younger hand must not touch any of the stock cards. He may then discard from his own hand as many as there remain of the stock, and take all of the stock cards left. But this is optional; he need not take any, or may take a part only. If the elder hand takes from the stock fewer than five cards, he may look at those which he leaves, but he cannot look at the three cards of the stock reserved for the younger hand. Should the dealer leave any cards in the stock, he has a right to look at them; and if he does so, the elder hand may look at them also after he has played; but if the dealer does not look at them, neither may the elder hand do so.

The score is composed of the point, the sequence, the quatorze, the cards, and the capot.

1. The Point Counts First

Before playing, the elder hand announces the greatest number of cards of the same suit in his hand as his point, and counts as many as he has cards, one for each. But if the younger hand has a greater number of cards of one suit, the point counts for him. If each player has an equal number, then the value of the cards is ascertained, viz.: ace, 11; king, queen, knave, and ten, each 10; and the remainder according to their pips; and the point is counted in favor of the hand of greatest value; or if both are of equal value, the point is " paid" and counts for neither. 2. The sequence consists of at least three cards of the same suit, following consecutively, as ace, king, queen, or seven, eight, nine, etc. There are six sequences: a tierce or sequence of three, counting 3; a quart, counting 4; a quint, counting 15; a seizieme, counting 16; a septi&me, counting 17; a hui-tieme, or the whole suit, counting 18. The player holding the highest sequence counts it, and all other sequences in his hand, to the exclusion of all sequences held by his adversary.

If the highest sequence in one hand is of the same value as that held by the adversary, no sequences held by either can be counted, but one sequence is valued, as against another, according to the rank of the cards of which it is composed, one composed of king, queen, and knave being superior to another composed of queen, knave, ten, etc. 3. The quatorze is the holding of four aces, kings, queens, knaves, or tens. Whichever player holds the highest quatorze counts 14, to the exclusion of another or others held by his opponent. If neither party has a quatorze, then three of equal value, aces, kings, queens, knaves, or tens, are counted by the holder for 3. The party having the superior quatorze or threes counts all inferior ones, to the exclusion of all held by the adversary. 4. Two cards, one from each player, form the trick. Each lead, whether the trick be taken or not, counts one, and each trick taken counts one; but if the party leading takes the trick, he counts one only for both. If each party has six tricks, they are " divided;" but the winner of seven or more tricks adds 10 to his score.

The last trick counts 2 for the winner. 5. The capot is won by taking all the 12 tricks, and instead of 10 gives 40 to the winner. - After the hands are completed, and before playing, the elder hand claims the point, sequence, quatorze, or threes, according to the strength of his hand, and his claims are allowed, or disallowed as "not good," or are "paid" when a claim of equal value is made by the dealer. He then plays his first card, and the dealer or younger hand must then, before playing, make his claims. If, on the strength of his hand, the elder hand can count to 30 without playing, instead of calling " thirty," he calls " ninety;" or if from strength of hand and by taking tricks he can reach 30 before the adversary takes a trick, he may call "sixty;" but in neither case can he do this if the dealer has, on the strength of his hand, made a count. In like manner the dealer, while he cannot gain a pique, that is, count from 29 to 60, yet if he can, without playing and before the elder hand has made a score on the strength of his hand, count 30 on his hand alone, he wins a repique, which also adds 90 to his score. Whichever party gains the point must lay it upon the table. If he does not do so, or if he omits to claim any other point before playing, he loses the count.

All other claims as to value of cards are, if admitted, followed by showing the point claimed. A party making a claim to what he has not got counts nothing that hand. A party playing with more than 12 cards cannot score anything; playing with fewer than 12 is without penalty. In calling points, sequences, etc, make your highest claim first, that is, quatorze rather than threes, if you have both; because if your first claim is " paid," or beaten, you cannot then claim the higher point. A card touching the board is played, unless it causes a revoke. A party dealing twice, and discovering it before seeing his own cards, may insist upon a deal by his adversary. A card once discarded cannot be taken back. The game is ordinarily played for 100 points. Sometimes the " Rubicon " game of six hands is played, in which if one party scores less than 100, his score is added to that of the winner, if he has scored 100 or more.