Finding Friends is played over a series of deals. In each deal, one player becomes the Caller, sets trump, takes the kitty, and calls hidden Partners. The Caller side tries to keep the Challengers from winning enough point cards; the Challengers try to capture 5s, 10s, and kings.
This page explains the standard rules. You can play Stack's variant online or read Stack's version rules.
Also called: Zhao Pengyou / Zhăo Péngyou / 找朋友 or Looking for Friends. Finding Friends is a Sheng Ji / 升级 family game related to Tractor / 拖拉机 and 80 Points; unlike fixed-partner Tractor, it forms teams during play by calling hidden Partners.
The goal
Players start at level 2 and try to become the first to reach the highest level, Ace. A game is a sequence of deals, and the teams can change every deal.
In each deal, one player becomes the Caller. The Caller and any hidden Partner or Partners try to stop the opposing players, called the Challengers, from reaching the point thresholds in the scoring table. The Challengers try to capture enough 5s, 10s, and kings to beat those thresholds.
At the end of the deal, the Challenger point total decides which side won and how many levels each player on the winning side advances. Then the next deal begins: a new Caller can emerge, new Partner cards can be called, and the table's team orientation can shift again.
How a deal flows
A full game is usually a repeating cycle of deals, each step is explained in more detail later on:
- Set aside a small number of cards face down. These set-aside cards are called the kitty.
- Spread the remaining cards face down on the table. Starting from the dealer's right, players take cards one at a time anti-clockwise until everyone has a full hand.
- While drawing, players may expose certain cards to bid for the right to become the Caller and set trump.
- The Caller picks up the kitty, and may exchange cards in their hand with the kitty to improve their hand.
- The Caller names or "calls" one or more cards. Whoever plays a called card becomes the Caller's Partner for that deal.
- The Caller leads the first hand or "trick".
- The winner of each trick keeps the cards in it and scores points for every 5, 10 or K. Then they lead the next trick.
- Play continues until all hand cards are gone. The winner of the last trick also receives the kitty cards and any points in the kitty go to them.
- The final result is decided based on the number of points the Challenger team scores. See the scoring table.
- Players on the winning team increase in level and a new deal begins.
Setup
Use 2 standard 54-card decks. Set aside 6 cards cards face down as the kitty. Place the rest of the deck face down in the center of the table. Players starting from the dealer's right take cards one at a time anti-clockwise until everyone has a full hand. Each player should end up with 17 cards cards.
See setup changes for other player counts
| Players | Decks | Red jokers | Black jokers | Cards per player | Kitty | Total cards |
|---|---|---|---|---|---|---|
| 5 | 2 | 2 | 2 | 20 | 8 | 108 |
| 6 | 2 | 2 | 2 | 17 | 6 | 108 |
| 7 | 2 | 0 | 0 | 14 | 6 | 104 |
| 8 | 3 | 2 | 0 | 19 | 6 | 158 |
| 9 | 3 | 3 | 0 | 17 | 6 | 159 |
| 10 | 3 | 0 | 0 | 15 | 6 | 156 |
| 11 | 3 | 2 | 2 | 14 | 6 | 160 |
| 12 | 4 | 2 | 0 | 17 | 6 | 210 |
Bidding to be Caller
During the draw, players may bid to become the Caller by exposing cards from their hand. The exposed card must match that player's current level. At the start of a fresh game, everyone is on level 2, so players expose 2s.
A single exposed card is a bid. Another player can overcall it by exposing a larger matching set, such as a pair beating a single. The previous bidder may defend by exposing the same larger set in their original suit. The final unchallenged bidder becomes the Caller and sets the trump suit from the exposed card or cards.
Example
Everyone starts at level 2. During the draw, Mina exposes a 2 of hearts, bidding to make hearts trump. Later, Eli exposes two identical 2 of clubs, which beats Mina's single and bids clubs. If Mina has a second 2 of hearts, she may expose it immediately to defend hearts with a pair. If she cannot or chooses not to, clubs remain the proposed trump suit and Eli becomes the Caller.
If nobody bids before the kitty is reached, many tables redeal. Some tables use a different bidding method, such as an auction, a preselected banker, a random Caller, or a kitty-flip rule. Agree on this before the first deal.
Deciding Trump Suit and Rank
Each deal has a trump suit and a trump rank. The Caller's winning bid decides the trump suit, and the Caller's current level decides the trump rank.
A fresh game begins with every player on level 2, so 2 is the first trump rank. If the winning bid is a 2 of hearts, hearts becomes the trump suit and 2 remains the trump rank.
After bidding ends, the Caller picks up the kitty, may exchange cards from their hand with the kitty, and buries the same number of cards face down.
In Stack's online version, the Caller and trump suit are chosen randomly, and the trump rank is always 2.
Trump beats non-trump
Each deal has a trump rank and a trump suit. Jokers are also trump.
A card is trump if it is:
- a joker,
- the trump rank, or
- in the trump suit.
All trumps count as one suit when following. If hearts are trump and someone leads the 2 of clubs, that 2 is a trump lead, not a club lead.
Trump order, high to low:
- Red jokers.
- Black jokers.
- The trump-rank card in the trump suit, often called the big trump rank card.
- The trump-rank cards in the other suits. These are equal to each other, so first played wins ties.
- The rest of the trump suit from A down to the lowest non-trump-rank card.
Non-trump suits rank normally from A down to 2, skipping the trump rank because every card of that rank is trump.
Example
If the level is 2 and hearts are trump, the trump order is red joker, black joker, 2 of hearts, the other 2s as equal trumps, then A hearts, K hearts, Q hearts, J hearts, 10 hearts, and so on down to 3 hearts. Clubs, diamonds, and spades rank A down to 3 because their 2s have moved into trump.
The call: finding your Partners
After the kitty exchange, the Caller names exact card copies. A called card has both a card face and an ordinal: "the first ace of clubs," "the second king of spades," or "the third 7 of diamonds" in larger deck games.
The ordinal means the N-th time that exact card face is played during the hand. With two decks, "second king of spades" means the player who plays the second K spades to appear.
For 6 players, the Caller names 2 called Partner cards. The Caller side can have up to 3 players total: the Caller plus 2 hidden Partners.
See Partner call changes for other player counts
| Players | Maximum Caller-side size | Called Partner cards |
|---|---|---|
| 5 | 2 | 1 |
| 6 | 3 | 2 |
| 7 | 3 | 2 |
| 8 | 4 | 3 |
| 9 | 4 | 3 |
| 10 | 5 | 4 |
| 11 | 5 | 4 |
| 12 | 6 | 5 |
Called Partner cards are usually not allowed to be trumps. That means no jokers, no cards in the trump suit, and no off-suit cards of the trump rank.
Example
If 2s are the trump rank and hearts are the trump suit, the Caller usually cannot call any joker, any heart, or any 2. A legal call could be the first ace of clubs or the second king of spades.
Apart from those restrictions, the Caller may choose the specific ranks, suits, and copies. It is possible for two called cards to reveal the same player, for the Caller to play a called card themselves, or for a called copy to be buried in the kitty. When that happens, the Caller's team is smaller than the maximum size.
No one announces that they are a Partner. The reveal happens through play. A player who holds a called card may still be unsure whether they are the Partner, because an earlier copy of the same card might appear first. When another player reveals as Partner, they join the Caller's side and bring the points they have already won with them. Some table rules treat the reveal as immediate; others settle the reveal after the trick.
Tricks
The Caller leads the first trick. The winner of each trick leads the next. Play continues until all cards in hand have been played.
The leader sets the trick's format sometimes called "shape". Each follower contributes an equal-size play and follows the led suit as closely as their hand allows.
Standard full rules allow these lead types:
| Shape | What it means | What can beat it |
|---|---|---|
| Single | One card. | A higher card of the led suit, or any higher trump if the follower is void in the led suit. |
| Identical set | Two or more identical copies, such as 9♣ 9♣. Same rank alone is not enough. | A higher identical set in the led suit, or any trump set if the follower is void in the led suit. |
| Tractor | Consecutive equal-sized identical sets, such as 8♣ 8♣ plus 7♣ 7♣. | A higher tractor of the same shape in the led suit, or the same shape in trump. |
| Top-card throw | A collection of cards or combinations believed to be unbeatable in that suit. | If any part can be beaten, table rules usually force a penalty or a reduced lead. |
The practical rule is: match the leader's suit and shape if you can. If you cannot match the full shape, play as much of the led suit as possible, then fill the remaining card count from anywhere.
For a single-card lead:
- If you have the led suit, you must play that suit.
- If you do not have the led suit, you may play any card.
- If any trump is played, the highest trump wins. Otherwise, the highest card of the led suit wins.
- Equal cards are broken by play order: first played wins.
Example
Hearts are trump and clubs are led. If you have clubs, you must play a club. If you have no clubs, you may play a trump to try to win or discard another suit. A heart wins only if you were void in clubs; a heart does not count as following clubs.
For a pair lead:
- If you have a pair in the led suit, you must play a pair in that suit.
- If you cannot play a pair but have enough cards in the led suit, you must play led-suit cards.
- If you do not have enough led-suit cards, you play what you have and fill the rest with any cards.
- Only a real pair can win a pair trick. A trump pair can beat any non-trump pair; otherwise the highest eligible pair in the led suit wins. Two unrelated high cards cannot beat a real pair.
Example
A pair of 9 clubs is led. If you have any pair of clubs, you must play a club pair. If you only have A clubs and 6 clubs, you must play those two clubs, but they cannot beat the pair because they are not identical. A pair means same rank and same printed suit; two off-suit trump-rank cards are not a pair with each other.
For tractors and larger grouped leads, players follow with the led suit as much as possible and must preserve the required shape when they can. A tractor can only be beaten by a higher tractor of the same shape, or by a matching tractor in trump.
Example
8 clubs 8 clubs plus 7 clubs 7 clubs can be beaten by 10 clubs 10 clubs plus 9 clubs 9 clubs, or by a trump tractor of the same two-pair shape.
For top-card throws, the leader is claiming that every part of the throw is unbeatable in that suit. If another player can beat any part of it in the led suit, that player shows the answer immediately. Common rules then make the leader reduce the play and penalize the withdrawn cards. If no one can beat any part in the led suit, the throw succeeds unless a void player can beat the full shape with matching trump combinations.
Example
Hearts are trump and the leader tries to throw A clubs, Q clubs, and 9 clubs 9 clubs. The A clubs is safe because nothing outranks an ace in clubs, but the Q clubs is not safe if another player still has K clubs. If someone shows K clubs, the throw fails as announced and the leader usually has to reduce the lead according to table rules. If no one can beat any club part, a void player can beat the whole throw only by matching the shape with trumps: two trump singles plus a trump pair.
Point cards and scoring
Only 5s, 10s, and kings score. At the end of the deal, the key number is Challenger points: the point cards won by the side opposing the Caller after final teams are known.
Before Partners reveal, point cards won by non-Caller players are usually tracked as provisional Challenger points. If one of those players later reveals as a Partner, the points they already won move to the Caller's side.
The most useful way to remember the scoring is per deck:
- Below 40 points per deck: the Caller's side wins.
- 40 to 59 points per deck: no side advances.
- 60 or more points per deck: the opposing side wins.
- Stronger wins move more levels.
For the selected player count, that becomes:
For 6 players, this is a 2-deck game, so the score bands are:
| Challenger points | Per-deck equivalent | Standard result |
|---|---|---|
| 0 | 0 per deck | Caller side wins by 3 levels. |
| 1-39 | Under 20 per deck | Caller side wins by 2 levels. |
| 40-79 | 20-39 per deck | Caller side wins by 1 level. |
| 80-119 | 40-59 per deck | No advancement. |
| 120-159 | 60-79 per deck | Challengers win by 1 level. |
| 160-199 | 80-99 per deck | Challengers win by 2 levels. |
| 200+ | 100+ per deck | Challengers win by 3 levels. |
In standard rules, the Caller's side gains a short-team bonus when it wins with fewer players than the maximum Caller-side size. First determine the base Caller-side win from the table. Then add that same number again for each missing Caller-side player.
Example
In a 6-player game, the maximum Caller side is 3 players. If the Caller side wins by 2 levels with only the Caller and one Partner, each of them gains 4 levels instead of 2. If the Caller wins alone by 2 levels, the Caller gains 6 levels.
The kitty
The kitty, also called the bottom or 底牌, is a face-down reserve left after the deal. The Caller picks it up, improves their hand, and buries the same number of cards face down.
The last trick decides the kitty:
- If the Caller's side wins the last trick, the buried point cards stay away from the Challengers.
- If the Challengers win the last trick, point cards in the kitty are added to the Challengers' score.
- In common full rules, the kitty points count double; some tables use higher multipliers for pair or tractor last tricks.
This is why the last trick can decide a close hand. A buried 5, 10, and K are 25 raw points, but they become 50 Challenger points when doubled.
Winning the deal
The Caller's side is defending the deal. The Challengers are trying to take enough point cards to break the defense.
The Caller's side wants to:
- keep point cards away from Challengers,
- protect the last trick when the kitty matters,
- reveal Partners at useful moments, and
- avoid feeding points to players who may not be on their side yet.
The Challengers want to:
- collect 5s, 10s, and kings,
- force out trump,
- identify the Caller's Partners,
- win the last trick if the kitty may contain points, and
- force at least the no-advancement band, then push high enough to win the deal.
This is why the game is tense even before teams are known. A player who looks like an opponent may become your Partner later.
Levels
Traditional Sheng Ji is a multi-deal level game. Players begin at level 2. Winning players advance through the levels: 2, 3, 4, and so on up to A.
After each deal:
- If the Caller side wins, the Caller and revealed Partners advance by the level movement from the scoring table, including any short-team bonus.
- If the Challengers win, each Challenger advances by the level movement from the scoring table.
- If the score lands in the no-advancement band, no one moves.
- The next deal starts with the updated individual levels. A player making trump exposes a card matching their own current level, so different players may be trying to expose different ranks later in the match.
The full game ends when a player or side advances beyond A under the table's house rule. Some tables require a successful defense at A, and some add joker levels or continue for a fixed number of deals.
Stack's online version
The standard rules above are the main reference. Stack's online version keeps the point-card, trump, kitty, and hidden-partner core, but shortens the parts that are hardest to coordinate online.
| Rule area | Common table rule | Stack version |
|---|---|---|
| Players | 5 to 12+. | 6. |
| Decks and kitty | Varies by player count; six players commonly use two decks and a 6-card kitty. | Two decks with jokers, 17 cards per player, 6-card kitty. |
| Trump maker | Set by exposure, bidding, or another table convention during the deal. | Chosen automatically at deal start. |
| Trump suit | Set during the deal. | Chosen automatically at deal start. |
| Partner cards | Six-player rules commonly call two cards. | One called Partner card. |
| Lead shapes | Singles, identical sets, tractors, and top-card throws. | Singles, pairs, and tractors. Top-card throws are not supported yet. |
| Scoring | Uses the score bands above and may add the short-team bonus. | Uses the two-deck score bands without the short-team bonus. |
| Match length | Multiple deals until the level end condition. | One deal per game; the number of levels you would have advanced determines score and rating boost. |
Play Finding Friends on Stack against AI opponents. The online version teaches through the table state instead of asking you to memorize every variant first.
Common variants
Expect table rules to differ. The most common differences are:
- Number of decks: many rules use one deck per two players, while some 5-7 player rules use two decks.
- Joker count and kitty size: some groups change jokers so the kitty stays at 6 cards; others allow an 8-card kitty.
- Number of Partners: the Caller may name one, two, or more Partner cards, depending on player count.
- Bidding: trump may be set by exposing cards during the deal, by auction, by a predetermined banker, or by turning the kitty.
- Legal Partner cards: most rules forbid calling trumps, and some add more restrictions.
- Throws and other grouped leads: full rules often support top-card throws and other table-specific grouped leads beyond Stack's singles, pairs, and tractors.
- Kitty multiplier: the last trick's format may change how much the kitty is worth.
- Level system: some groups use active/passive levels or make only previous winners eligible to set trump.
- Next Caller: some groups let anyone expose their own level; others choose the next trump maker from the previous deal's result.
- End condition: some groups play to A, some through A, and some use shorter match formats.
When rules disagree, first ask: who is defending, who is attacking, how many Partners are called, what grouped leads are legal, and how the kitty scores.
Glossary
| Term | Meaning |
|---|---|
| Caller | The trump maker or defending leader. |
| Partner | A hidden teammate revealed by a called card. Other rules often say friend. |
| Challenger | A player currently opposing the Caller side. Before Partner reveal, non-Caller players are provisional Challengers; if one reveals as Partner, their captured points move to the Caller side. |
| Friend | Common table term for the Partner. |
| Kitty or bottom | Face-down reserve cards exchanged by the Caller and scored through the last trick. |
| Level | The rank a player or side has reached in the climbing game. |
| 底牌 | The kitty or bottom cards. |
| 庄 | Banker, dealer, or defending leader; often the role Stack calls Caller. |
| 主 | Trump or the trump-making role, depending on context. |
| 找朋友 | Zhao Pengyou, literally finding friends. |
| 升级 | Sheng Ji, the broader level-climbing game family. |
| 拖拉机 | Tractor; also the name for consecutive paired sets. |
| Trump rank | The rank promoted into trump, often the current level. |
| Trump suit | The suit promoted into trump for the deal. |
| Tractor | Consecutive equal-sized identical sets, such as 8-8 plus 7-7 in one suit. |