How to Play Zhăo Péngyǒ

Zhăo Péngyǒ is a Chinese trick taking card game which is designed to be played by as many as 12 players and can be played with as few as 5. It is actually one of several similar games (of what are usually called the Sheng Ji games or level raising games). Several alternate versions of this game are listed below in the variations and optional rules section, including variants that allow for differing numbers of players. This game translates, in English, to Looking for Friends.

This version of the games uses a number of decks based on the number of participants in the game. The following chart shows the number of decks used, directly dependent on the number of players in the game, including the number of Jokers needed as well as the number of cards dealt to each player by the dealer at the start of each hand.

Number of PlayersNumber of DecksJokers IncludedCards Dealt Per Hand
524 Total - 2 Color, 2 Black and White20
624 Total - 2 Color, 2 Black and White17
72No Jokers Used14
832 Total, Both Color19
933 Total, All Color17
103No Jokers Used15
1134 Total - 2 Color, 2 Black and White14
1242 Total - Both Color17


Each deck used should have the same back design and be of the same size, including any Jokers to be used.

A variety of methods can be used to determine seating positions, if there is any dispute. A usual method is for each player to draw a card from the deck, with each player selecting a seat in the order of the rank of cards in the deck from high to low. If two or more players draw a card of the same rank, the cards should be set aside and another card drawn until a card is drawn which is not equal to any other card yet drawn. The player drawing the highest card of all will be the first player to begin drawing cards to form the hand.

Once all players are seated, any player should then shuffle the deck and place it face-down near the center of the table in easy reach of all the players. The player who drew the highest card when assigning seats should then take one card from the deck, to begin his hand. Each player in a counter-clockwise direction should then draw one card in the same way. This continues in rotation around the table until each player has a complete hand, as per the number of cards specified, based on the number of players, in the chart above. Once each player has the requisite number of cards dealt to him, there should be a total of six cards remaining in the deck.

All players begin the game with a score of "Active Two". This ranking corresponds to a specific card rank in the game, thus, at the start each player's score corresponds to the card marked with a "two" from the deck. During the course of the game, a player's score will change, increasing up the card ranks, as follows: 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, Ace. In addition to the base score, a player will have a specific modifier associated to his score, either Active or Passive. This score and modifier will have a number of effects upon the game, such as scoring and determination of if a player can attempt to declare the trump suit for the hand. As previously indicated, each player starts the game with a ranking of Active Two, but this score or ranking will change through the course of the game.

Example of setting the trump suit in Zhao Pengyou A player who currently has the "Active" modifier associated with his score can attempt to set the trump suit for the hand. He may only do this, however, if he has a card in his hand that corresponds to the rank or number of his current score. He does this by placing the card face-up on the table in front of himself, and he may do this anytime during the process of the player's drawing cards into the hand, up until the time in which the last player has drawn the last card to complete his hand. The suit of the card determines the trump suit he is proposing for the hand. Once any player places such a card, this suit will be set as the trump suit, unless another player "outbids" this player. Another "active" player may outbid this first player by placing two identical cards which are each equal in rank to that player's own score face-up in front of himself. When another player out-bids the first player the first player has two options. He may either accept this new trump, taking his own card back into his hand. Or, he may play a second card of his own, of the same rank and suit as his first on the table, which then overrides the second players bid. In either case, a third player can then attempt to further outbid by placing three cards of the same suit, and each of the rank equal to his current score on the table in front of himself. The last high bid, may, if he has such a card, add a third card to his own set to earn the privilege of setting the trump suit. This is only possible when playing a variant in which three decks are used. Similarly, a three identical card set could be outbid by four identical cards (when four or more decks are being used).

In the event that all every player has created his complete hand from the draw and no player has yet decided to attempt to set the trump suit, the cards are all thrown in, shuffled together to begin a new hand. No scores are changed, however any players that are currently in a Passive status change to an Active status for the next hand.

Once the highest such bid is set, the suit of these cards becomes the trump suit for the hand. The trump suit to be used for the game consists of more than just the cards of the actual suit selected. The following shows all cards included in the trump suit as well as their relative ranking (from high to low);

Color (or red) Jokers, Black and White Jokers, cards of the selected suit and of the rank which was played to set the trump suit, all other cards of that same rank but of a different suit (these cards are all considered to be equal rank to each other), the remainder of the cards in the trump suit (Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2). Note that the rank of the card selected as part of the trump selection will rank higher than this ranking. All other cards of other suits, rank in the usual, expected order as follows (from high to low); Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2. Note that the cards of the same rank as that played are actually part of the trump suit and are not considered a member of their original suit. As such, the card immediately before and immediately after that rank are considered to be in direct sequential order (as if the card of the trump rank did not exist in the side suit).

Sample trump suit in Zhao Pengyou

The player who sets the trump suit (called the Trump Maker) takes the six cards remaining in the center of the table into his hand. He then selects any six cards from his own hand and sets them aside, face-down. These cards will be awarded to the player who wins the last trick of the hand, for purposes of any scoring cards in these discards. Any points found in these cards also generate double the normal scoring value.

After this, the player who determined the trump suit, called the Trump Maker, then names off a number of cards which will determine his partners for the hand. The number of cards called is directly dependent on the number of players in the game, as per the following chart:
Number of PlayersNumber of Cards Called
51
62
72
83
93
104
114
125
The Trump Maker would thus call a specific card he does not currently have in his hand (stating both the rank and suit of the card). The card called may not be any member of the trump suit but may be any other card in the deck. Since there are multiple cards of the same rank and suit included in the deck used for this game, when calling a card the Trump Maker must also designate whether this will be the first, second, third, or fourth (depending on the number of decks currently in play) card of that rank to be played during the current hand. Whoever ends up playing this designated card (in the indicated order of play) will then become a member of the Trump Maker's team. The Trump Maker thus calls as many cards as indicated from the chart above. Often, the player who has the card will not necessarily be aware that they will specifically be the Trump Maker's partner until the card is actually played. However, a player who does know they will be the partner of the Trump Maker must not make this fact known. Of course, this will become apparent once the card is played during the hand. During gameplay, once a specific called card is played, that card should remain face-up in front of the player who played the card, so it is evident that this player is a partner of the Trump Maker. The potential also arises that the same player may have more then one of the cards called by the Trump Maker. In that case, the Trump Maker's team will simply be smaller than normal.

After the Trump Maker has called the requisite number of cards, play of the hand begins. The Trump Maker leads to the first trick. He may play any card combination from his hand to start the first trick. In addition to leaving a called card face-up in front of the player who played it, any cards that are won in a trick by any player that are point-scoring cards should also be kept face-up in front of the player who won the trick, to help in calculating scores at the end of the hand.

The following are legal plays which can be led to start a trick: The winner of each trick leads to start the next trick, and play continues until every card has been played, at which time the scores for the hand are calculated.

For purposes of scoring, certain cards in the pack have a specific scoring value, known as card points. The number of card points captured during the hand will determine the winner of the hand and the final number of actual points earned for the hand (called game points). Card points and game points should not be confused. The card points are a new calculation made each hand which is a total sum of all point scoring value for that hand. Depending on the number of card points captured on that hand, this will determine which team was able to win the hand which will result in a number of accumulated Game Points earned at the completion of the hand. The following table shows the value of the scoring cards in the hand:
CardScoring Value
King10 points each
1010 points each
55 Points each
           Point values for cards in the game Zhao Pengyou
All other cards in the deck have a value of zero. As mentioned previously, any point scoring cards discard by the Trump Maker at the start of the game are taken by the player winning the last trick of the hand and count double the marked value.

The number of points won by either team is determined by the number of points won during the hand, as follows: After the specific totals are determined, each players current score or status may change. Players who were on the winning team and were currently in an active status, add a number of points to their current score as the number of game points earned during the hand and remain in an Active status. Player's on the winning team who currently are in a Passive status, do not change their current score, but are set to an Active status. Every player on the opposing side to the winners do not make any altercations to their current score but are set to a passive status. As per the score ranking, once any player reaches or passes the score of "Ace", he is instantly set as the winner. If two or more players, at the end of the same hand, the player with the highest score is set as the winner. If the total score earned would also be tied, if one of the tying players is the Trump Maker, that player is set as the winner. If one of the players is not the Trump Maker, the game ends in a tie amongst those tying players.
Variations and Optional Rules

Sheng Ji: Sheng Ji appears to be the parent game of Zhao Pengyou, with both games having been derived from Da Bai Fen (see the rules for Da Bai Fen detailed below). Sheng Ji is designed to be played by four players in two fixed partnerships. Sheng Ji uses two standard decks, including a total of four Jokers. Two of the Jokers should be color (or Red) and the other two black and white. This game is also known as Tuo La Ji (translated as Tractor) or Bashi Fen. Sheng Ji is also the general name given to most games of this type, and translates, in English, as "Raise Level".

Since Sheng Ji features fixed partnerships, before start of the game, the members of each partnership should be determined. If there is any dispute as to these partnerships, this can be done by all players drawing a card from the shuffled, face-down deck. The players drawing the two highest cards would play as partners opposed to the players drawing the two lowest cards. The player who draw the highest card of all should be set as the player to draw the first card to begin the draw portion of the game. The partners should sit directly across the table from each other such that play during the hand alternates directly between players from opposing partnerships.

As in Zhao Pengyou, each partnership has a special rank that advances from two to Ace during the hand as well as a specific status of Active or Passive. At the start of the game, each partnership starts with a ranking of Active Two. The first player, over the course of the game to exceed the ranking of Ace is declared the winner.

Player team ranking in Sheng Ji

The draw is the same as in Zhao Pengyou, with the players drawing one card from the face-down pack in a counter-clockwise direction around the table until each player has a total of 25 cards. The remaining 8 cards are set face-down in the center of the table as a reserve. In the first round of each game, the first player to receive and who elects to place a card equal to his current score (in this case any two) is given the title of dealer and Declarer for the hand. The suit (and rank) of the card exposed sets the trump "suit" for this first hand. After the first hand, the Declarer and Dealer is dependent on whether the current Declarer won or lost points during the last round (as described below). However, the trump "suit" for the hand is still determined by the first player to expose a card from his growing hand onto the table that is equal to his current score ranking. The suit and rank of this card will determine the trump suit for this hand. However, as in the standard game, if another player wants to change to a different trump suit for the hand, he may do so only by playing two exact cards of that same rank and another suit to cancel out the previous play, setting this new suit as the trump suit for the hand. If, after all players have drawn the necessary 25 cards into his hand and no player places a card to set the trump suit for the hand, the top card of the Kitty is exposed. The card exposed is used to determine the trump suit (with the card exposed setting the suit to be used as the trump suit during the hand). In any event, regardless of the actual numerical rank of the card exposed, the current score of the Declarer's team is set as the trump ranking for the hand. If the exposed card is a Joker, the next card is exposed from the Kitty.

After the players have each drawn the requisite 25 cards and the trump suit has been set for the hand, the player who currently has the rank of Dealer takes the remaining 8 cards from the center of the table into his hand. He then discards any 8 cards from his hand and places them face-down on the table to form the Kitty. These cards are not used again until the end of the game where any point scoring cards found in this Kitty will be added to the player who wins the last trick of the hand.

The Declarer and Dealer then plays the first card to the first trick. As in Zhao Pengyou, the leader to a trick has a variety of play types he can make to begin the trick: The winner of each trick then leads the first play to begin the next trick. The hand continues until all cards have been played. If the Defenders win the last trick, they add any point scoring cards from the Kitty to cards captured, doubling any points found in that hand. If the Declarers win the last trick the Kitty is set aside, with no points added to any player's score. After the last trick is played and won, the Defender team then count the number of card points captured during the hand. As in Zhao Pengyou, each King or 10 captured by a team is worth 10 points and each 5 captures by the team is 5 points.

Points earned by a team are directly dependent on the number of card points captured by the Defenders during the hand. The following chart shows the number of points earned by which team based on this number:
Points Captured by Defender TeamGame Points earned by Defender TeamGame Points Earned by Declarer Team
003
5 to 3502
40 to 7501
80 to 11500
120 to 15510
160 to 19520
200+30


If the Declarer's manage to earn points during the hand, they retain the Declarer (or Active) title for the next hand. The player who has the role of dealer on that team, however, switches to the other player in that partnership. The same applies if neither the Declarer's team or the Defender's team earn any points during the hand. If the Defender team earns points during the hand, the Defender team becomes the Declarer team for the next hand, and the previous Declarer team becomes the Defender team. The player to the immediate right of the previous player in the dealer role takes this role for the next hand.

The first team to advance it's rank beyond "Ace" is declared the winner of the game.

Da Bai Fen: Da Bai Fen (which translates to Contesting 100 Points but which is often shortened to just Hundred) is a variant of Sheng Ji which uses one standard deck and two Jokers (one Color and the other Black and White). The game is played identically to standard Sheng Ji with the following differences: In all other respects, this game is played identically to Sheng Ji.

                     
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