Last Updated on July 19, 2026 by The Official Game Rules Team
Marjolet is a classic French two-player card game that combines trick-taking with meld-building strategy. Although its rules are relatively straightforward, every hand presents difficult decisions about whether to win valuable tricks or save cards for powerful scoring combinations. Marjolet is also the predecessor of the famous game Bezique, which later inspired games like Pinochle.
Players earn points throughout each hand by capturing valuable cards known as Brisques and by declaring specific melds after winning tricks. The first player to reach 500 points over multiple hands wins the game.

This post contains affiliate links. For more information, see our disclosures here.
How to Play Marjolet
Marjolet Components
Marjolet requires very little equipment.
You’ll need:
- One standard 52-card deck
- Two players
- Paper and pencil for keeping score
Before play begins, remove every card lower than a 7 from the deck.
The game uses a 32-card French deck containing:
- Ace
- 10
- King
- Queen
- Jack
- 9
- 8
- 7
Unlike many card games, the 10 ranks just below the Ace, making it one of the most valuable cards both for winning tricks and scoring points later.
Object of the Game
Marjolet is played over multiple hands.
Your objective during each hand is to score more points than your opponent by:
- Capturing Aces and 10s in tricks (called Brisques)
- Declaring valuable meld combinations
- Winning bonus points through special scoring opportunities
After every hand, players total their scores. The first player to reach 500 or more points wins the overall game.
Because points come from several different sources, simply winning the most tricks rarely guarantees victory.
Setup
- Begin by thoroughly shuffling the 32-card deck.
- Each player is dealt six cards.
- The remaining cards are placed face down to form the stock. Turn the top card of the stock face up beside it. This exposed card determines the trump suit for the entire hand.
- The player who did not deal leads the opening trick.
- From this point forward, players will alternate winning tricks, drawing replacement cards, and declaring melds until the stock has been exhausted.
Gameplay
The non-dealer always leads the first trick. Unlike many traditional trick-taking card games, players are not required to follow suit while cards remain in the stock. This gives both players much more freedom when choosing which cards to play and creates interesting decisions about whether to win tricks immediately or save valuable cards for later melds.
A trick is won by the highest card of the suit that was led unless a trump card is played. Any trump card defeats every non-trump card, regardless of its rank. Once the winner collects the trick, they may declare any eligible melds before drawing a replacement card from the stock.
After any declarations are completed, the winner of the trick draws the top card from the stock first, followed by the losing player. The trick winner then leads the next trick, and play continues in the same way until every card has been drawn from the stock.
Trick-Taking Rules
While the stock still contains cards, the trick-taking rules are simple:
- The non-dealer leads the first trick.
- Players may play any card from their hand.
- Following suit is not required.
- A higher card of the led suit wins the trick.
- Any trump card beats every non-trump card.
- The winner draws first from the stock.
- The loser draws the next card.
- The winner leads the next trick.
Because you are free to play any card, every trick involves weighing immediate rewards against future scoring opportunities.
Declaring Melds
One of Marjolet’s most important scoring features is the ability to declare melds. A player may only declare melds after winning a trick and before drawing replacement cards from the stock.
Melds consist of specific card combinations that award bonus points immediately. Once declared, the cards remain face up in front of the player. Unlike many other card games, these cards are not removed from play. They may still be played into tricks later and can even be reused as part of different meld combinations.
For example, the Queen used in a Marriage may later become part of another scoring meld involving the trump Jack. This flexibility creates many opportunities to build larger scores by carefully planning which combinations to reveal and when.
Marjolet Meld Scores
| Meld | Points |
|---|---|
| Four Aces | 100 |
| Four Tens | 80 |
| Four Kings | 60 |
| Four Queens | 40 |
| Trump Marriage (King and Queen of trumps) | 40 |
| Common Marriage (King and Queen of any non-trump suit) | 20 |
| Trump Jack and Trump Queen (Marjolet) | 40 |
| Trump Jack and any non-trump Queen | 20 |
Reusing Meld Cards
One of the game’s unique mechanics is that a card can contribute to more than one different meld during a hand.
For instance, you might first score a Common Marriage using a King and Queen of the same suit. Later, if that Queen also forms a valid combination with the trump Jack, you may declare that second meld as well.
The trump Jack, known as the Marjolet, is especially valuable because it can be paired with different Queens throughout the hand to score multiple melds, making it one of the most important cards in the deck.
The Dix (Seven of Trumps)
One of the most unusual cards in Marjolet is the Seven of trumps, traditionally called the Dix. Although it is the lowest-ranked trump card during trick-taking, it provides several opportunities to score bonus points throughout the hand.
If the dealer happens to turn over the Seven of trumps while determining the trump suit at the beginning of the hand, the dealer immediately scores 10 points before play even begins.
If a player is dealt the Seven of trumps, they have another scoring opportunity later in the game. After winning any trick while the stock is still available, they may exchange the Seven of trumps for the face-up trump card beneath the stock. Performing this exchange immediately awards 10 points.
If a player chooses not to make the exchange, the Seven of trumps can still earn the same bonus later. Simply playing it to a trick scores 10 points, regardless of whether the trick is won or lost.
Because of these options, players often delay using the Dix until the moment it produces the greatest advantage.
Closing the Stock
Eventually, the stock runs out. When one player draws the final face-down card, the other player receives the face-up trump card that has been visible since the start of the hand. At this point, the stock is considered closed, and the remainder of the hand follows a different set of trick-taking rules.
Before continuing, both players pick up every card they previously declared as melds. Those cards return to their hands and may once again be played during tricks.
Once the stock has closed:
- Players must follow suit whenever possible.
- If unable to follow suit, they must play a trump card if they have one.
- Only when a player has neither the led suit nor a trump may they play any other card.
- No additional melds may be declared after the stock has closed.
This final stage is often far more tactical than the opening portion of the hand because players no longer have complete freedom over which cards they play.
Scoring
Marjolet awards points throughout the hand rather than only at the end. Players score for melds, special card events, and valuable tricks containing Aces and Tens.
Special Scoring Events
| Event | Points |
|---|---|
| Dealer turns up the Seven of trumps | 10 |
| Exchanging or playing the Seven of trumps (Dix) | 10 |
| Losing the tenth trick and drawing the final stock card | 10 |
| Winning the final trick of the hand | 10 |
| Winning all six tricks after the stock closes | 50 |
| Each Ace captured (Brisque) | 10 |
| Each 10 captured (Brisque) | 10 |
After the final trick has been played, players count every Ace and 10 they captured during the hand. Each one is worth 10 additional points.
The player who captures the last trick also receives a 10-point bonus. An even larger reward of 50 points is available if one player manages to win all six tricks after the stock has been exhausted—a difficult achievement that can dramatically change the outcome of a hand.
Once all bonuses have been added, both players total their scores. If neither player has reached 500 points, the cards are shuffled and another hand begins. The first player to reach 500 or more points wins the game.
Marjolet Strategy Tips
Marjolet may appear to be a simple trick-taking game, but success depends on balancing two competing goals: winning valuable tricks and building high-scoring melds. The best players know when to sacrifice one objective to improve the other, making every decision throughout the hand important.
Don’t Chase Every Trick
Winning tricks is valuable because Aces and 10s (called Brisques) are each worth 10 points. However, capturing every trick isn’t always the best strategy if it means giving up the chance to complete a valuable meld.
For example, you might choose to lose a small trick if it allows you to keep cards that could later form a Four of a Kind or a high-scoring Marriage.
Build Melds Whenever Possible
Melds provide some of the largest point bonuses in the game, so it’s often worth saving important cards instead of playing them immediately.
Try to:
- Keep Kings and Queens together whenever possible.
- Protect the trump Jack, which can be used in multiple melds.
- Plan ahead so one card can score in more than one combination.
A single well-planned meld can easily outweigh several ordinary tricks.
Remember Which Cards Have Been Played
Card memory is one of the biggest advantages in Marjolet.
Pay attention to:
- Which Aces and 10s have already been captured.
- Whether important Kings or Queens are still unplayed.
- Which trump cards remain in the game.
- Whether your opponent is clearly collecting cards for a particular meld.
Knowing which cards are still available helps you decide whether it’s worth pursuing a specific combination or shifting your focus elsewhere.
Use the Marjolet Wisely
The trump Jack, known as the Marjolet, is one of the strongest scoring cards in the game.
Since it can be paired with multiple Queens for different melds, avoid playing it too early unless absolutely necessary. Keeping it in your hand often creates several scoring opportunities later in the hand.
Prepare for the Closing Phase
The game changes dramatically once the stock is exhausted. During the first half of the hand you can play almost any card, but after the stock closes you must follow suit and trump whenever required.
Strong players prepare for this transition by:
- Saving powerful trump cards.
- Holding onto high-ranking cards that can win forced tricks.
- Avoiding unnecessary risks before the final six tricks begin.
Planning ahead for the closing phase often decides close games.
Final Thoughts
Marjolet is a clever blend of trick-taking and combination building that rewards careful planning as much as tactical play. Every trick presents meaningful decisions, whether you’re chasing valuable Brisques, setting up a powerful meld, or preparing for the more restrictive endgame after the stock closes.
Although the rules are straightforward enough for new players to learn quickly, mastering Marjolet takes practice, observation, and a good memory. Its elegant mechanics and strategic depth are the reason it became the foundation for Bezique and, eventually, games like Pinochle. Whether you’re discovering this French classic for the first time or revisiting an old favorite, Marjolet offers a rewarding challenge that improves with every game.


