Kemps (card game)
French | |
Rank (high→low) | n/a |
---|---|
Play | Simultaneous |
Playing time | 30 min. |
Related games | |
Commerce, Authors |
Kemps is a matching card game for two to six teams of two players each, where each player must secretly communicate to their partner when they have four matching cards in their hand. The game is a "cross between Commerce and Authors" with the unusual feature of partnership play.[1] This "party classic"[2] is also known as Canes,[3] Cash[4] and Kent.[4] It appears to be a 21st century game played in America, France and Switzerland (known there as Gemsch or Gämsch, but its origin is unclear.[5]
History
According to Kastner & Folkvord, Kemps originated in the French game, Carré-Coupé, which emerged in the early 1990s based on the "technically more inventive" game of Ochseln. In English-speaking countries it spread rapidly amongst the young under the name Kemps, thanks to its rapid pace and element of bluff, elements that reflect the zeitgeist of its time.[6] Another source claims the rules were written by Cédric Louard in 1982.[7]
Objective
The game is played with a
Signalling
Prior to the game, partners confer to pick a single, secret visual[8] signal that will indicate "I have four-of-a-kind" to their partner.[5] Examples of signals would be tapping, gesturing, or holding cards a certain way, or the player winking or grimacing at their partner.[8] Signals may not be verbal, and players are not permitted to agree any other signals beyond "I have four-of-a-kind". It is permissible to perform meaningless signals during the game in an attempt to confuse opponents,[5] although some rules do not permit this.[2]
After each round of play, a team may agree on a new signal, whether or not they suspect their opponents have guessed it.[5]
Partners sit opposite each other,[5] with the playing surface in the middle, so that opponents have a chance to see the signals.
Deal
A
Play
Players may now pick up one or more of the
A player may call "Kemps!" if they believe that their partner has four-of-a-kind. The round ends and the partner must then reveal their cards. If they have a four of a kind, the opponents gain a letter of the word KEMPS, starting with "K"; if not, the calling side receive a letter. The same dealer deals the next hand.[5]
If a player believes that an opponent has four-of-a-kind and "Kemps!" has not yet been called, that player may stop the round by calling "Stop Kemps!" This ends the round, after which all opponents must show their cards. If one of the opponents does have a four-of-a-kind, then their team gains a letter, otherwise the calling side receive a letter.[5]
Variants
There are several variants in which the main change is the name and/or the word(s) used to stop the game.
Carré-Coupé
In the variant Carré-Coupé, a
- "Carré-Coupé": the partner and an opponent have a quartet, 2 points
- "Double Carré": both caller and partner have a quartet, 2 points
- "Double Coupé" both opponents have a quartet, 2 points
- "Quatre": all four players have a quartet, caller's team wins immediately
These can be emulated in Kemps with calls of "Kemps-Stop Kemps", "Double Kemps", etc.
Cash
In the variant called Cash, players call "Cash!" or "Counter Cash!" to stop the game. The dealer also deals the 4 table cards face down and then counts down "Three, two, one, go!" to start play. Penalty points are scored by spelling out the word C-A-S-H. If the stock runs out, the game is a draw.[4]
Gemsch
In Switzerland, the game of Gemsch or Gämsch has more elaborate rules like Carré-Coupé.[9]
Peanut Butter
In the variant Peanut Butter, players call "Peanut Butter!" when they believe their partner has a quartet, and "Jelly!" when they suspect their opponents have. In this variant, players may use verbal signals, and agree to play a specific (odd) number of rounds at the start of the game.[5]
References
- ^ Parlett (2004), p. 198.
- ^ a b The Card Games Bible (2014), pp. 193 ff.
- boardgamegeek.com. Retrieved 2 September 2021.
- ^ a b c Cash (a.k.a. Kemps, Kent) at denexa.com. Retrieved 2 September 2021.
- ^ a b c d e f g h i j k "Rules of Card Games: Kemps".
- ^ a b Kastner & Folkvord (2005), pp. 360 ff.
- ^ Le Kems at jeuxdecartes1.e-monsite.com. Retrieved 18 March 2022.
- ^ a b Parlett 2008, p. 350.
- ^ Anleitung: Gämschen (oder Gemschen) mit Jasskarten at jassverzeichnis.ch. Retrieved 18 March 2022.
Literature
- _ (2014). The Card Games Bible. London: Hamlyn; New York: Hachette; Toronto/Ontario: Canadian Manda Group. ISBN 978-0-600-62994-8
- Kastner, Hugo and Gerald Kador Folkvord (2005). "Mönch" in Die große Humboldt-Enzyklopädie der Kartenspiele (= Humboldt-Taschenbuch. Freizeit & Hobby. Vol. 4058). Schlütersche Verlagsgesellschaft, Baden-Baden. ISBN 3-89994-058-X.
- ISBN 1-84529-293-6
- ISBN 978-0-14-191610-1.