Kemps (card game)

Last updated
Kemps
3 playing cards.jpg
The objective in Kemps is to achieve a hand of four cards of the same rank
TypeMatching
Players4-12
Cards52
Deck French
Rank (high→low)n/a
PlaySimultaneous
Playing time30 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]

Contents

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 standard 52-card deck. The objective of Kemps is for a player to get four-of-a-kind (i.e., four cards of the same rank), and then to signal this to their partner. The partner must call the name of the game to score. On the scoresheet, a letter of the word KEMPS is written against teams as a penalty. The first team to spell K-E-M-P-S loses the game. [5]

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 dealer is chosen at random or by volunteering. The dealer deals 4 cards each, face down; players then examine their cards, after which four cards are dealt in a row and face up on the playing surface. [5]

Play

Players may now pick up one or more of the upcards and discard the same number from their hands. They do not take turns; it is a free-for-all. If two players go for the same card, the first to touch it has it. This continues until all players agree to clear all of the upcards. When this happens, the dealer discards all four upcards and deals four new ones. The process is repeated until the stock is used up or any player calls "Kemps!" or "Stop Kemps!" to end the current deal. [5]

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 shortened pack may be used to speed up the game and a pot is used in which 11 chips are deposited. The calls are more elaborate. "Carré" is the equivalent of "Kemps" and "Coupé" of "Stop Kemps", each scoring 1 point and earning 1 chip from the pot; however there are also other calls with the following meanings: [6]

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]

Related Research Articles

<span class="mw-page-title-main">Trick-taking game</span> Type of card game

A trick-taking game is a card or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks, which are each evaluated to determine a winner or taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as contract bridge, whist, and spades, or to the value of the cards contained in taken tricks, as in point-trick games such as pinochle, the tarot family, briscola, and most evasion games like hearts. Trick-and-draw games are trick-taking games in which the players can fill up their hands after each trick. In most variants, players are free to play any card into a trick in the first phase of the game, but must follow suit as soon as the stock is depleted. Trick-avoidance games like reversis or polignac are those in which the aim is to avoid taking some or all tricks.

<span class="mw-page-title-main">Gin rummy</span> Two-player card game

Gin rummy, or simply gin, is a two-player card game variant of rummy. It has enjoyed widespread popularity as both a social and a gambling game, especially during the mid twentieth century, and remains today one of the most widely-played two-player card games.

<span class="mw-page-title-main">Euchre</span> Card game for two teams of two players

Euchre or eucre is a trick-taking card game commonly played in Australia, Canada, Great Britain, New Zealand and the Midwestern United States. It is played with a deck of 24, 28, or 32 standard playing cards. Normally there are four players, two on each team, although there are variations for two to nine players.

Marjapussi is a traditional Finnish trick taking game for 4 players playing in 2 partnerships and is one of the Mariage family, its key feature being that the trump suit is determined in the middle of the play by declaring a marriage. There are variants of Marjapussi for two and three players.

<span class="mw-page-title-main">Rummy</span> Group of matching-card games

Rummy is a group of games notable for similar gameplay based on matching cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build melds which can be either sets or runs and either be first to go out or to amass more points than the opposition.

<span class="mw-page-title-main">Jass</span> Card game

Jass is a family of trick taking, Ace-Ten card games and, in its key forms, a distinctive branch of the Marriage family. It is popular in its native Switzerland as well as the rest of the Alemannic German-speaking area of Europe, Italian South Tyrol and in a few places in Wisconsin and Ohio, USA.

<span class="mw-page-title-main">Sedma</span>

Sedma is a Czech 4-card trick-and-draw game played by four players in fixed partnerships with a 32-card Bohemian-pattern pack. Card suits do not play a role in this game, and there is no ranking order. A trick is won by the last player to play a card of the same rank as the card led.

<span class="mw-page-title-main">Klaberjass</span> Card game

Klaberjass or Bela is a trick-taking Ace-Ten card game that is most popular in German communities. In its basic form it is a 9-card trick-and-draw game for two players using a 32-card piquet pack.

<span class="mw-page-title-main">Jack–Nine card games</span> Family of card game

The Jack–Nine card games, also known as the Jass group, form a family of trick-taking games in which the jack (jass) and nine (manille) of the trump suit are the highest-ranking trumps, and the tens and aces of all suits are the next most valuable cards. Games in this family are typically played by 2 or 4 players with 32 French-suited cards.

<span class="mw-page-title-main">Rams (card game)</span> European trick-taking card game

Rams is a European trick-taking card game related to Nap and Loo, and may be played by any number of persons not exceeding nine, although five or seven make a good game. In Belgium and France, the game of Rams is also spelt Rammes or Rems, in Germany, Rams, Rammes, Ramsch, Ramschen, Ramscheln or Ramsen, in Austria, Ramsen and Ramschen, and, in America, Rounce. The basic idea is fairly constant, but scoring systems vary. It was a widespread European gambling and drinking game that is still popular today. During the 19th century, it was introduced as Rounce in America and played with a 52-card deck without any difference between simples and doubles and with no General Rounce announcement. In the modern German variety of the game, Ramscheln, the 7 is the second best trump ranking next below the ace.

<span class="mw-page-title-main">Glossary of card game terms</span> List of definitions of terms and jargon used in card games

The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.

<span class="mw-page-title-main">Tapp Tarock</span>

Tapp Tarock, also called Viennese Tappen, Tappen or Tapper, is a three-player tarot card game which traditionally uses the 54-card Industrie und Glück deck. Before the Anschluss (1938), it was the preferred card game of Viennese coffee houses, for example, the Literatencafés and Café Central. Even today Tapp Tarock is played sporadically. The exact date when it appeared is not possible to identify; some sources suggest it may have been developed in Austria in the early 19th century, but its mention in caricature operas in 1800 and 1806 suggest it was well known even by then and must have arisen in the late 18th century. The oldest description of the actual rules is dated to 1821. Tapp Tarock is considered a good entry level game before players attempt more complex Tarock forms like Cego, Illustrated Tarock or Königrufen.

<span class="mw-page-title-main">Watten (card game)</span>

Watten, regionally also called Waddn, Watteln or Wattlung, is a card game that is mainly played in Bavaria, Austria, Switzerland and South Tyrol. There are several main variants: Bavarian, Bohemian, South Tyrolean (Stichwatten), (Austrian) Tyrolean, Kritisch and Blind Watten. It is usually a 4-player game, which is "by far the most interesting", but it may also be played by 2 or 3 players. According to Parlett, Watten is "hard to describe [but] fun to play and easy to learn."

<span class="mw-page-title-main">Binokel</span> Card game

Binokel is a card game for two to eight players that originated in Switzerland as Binocle, but spread to the German state of Württemberg, where it is typically played with a Württemberg pattern pack. It is still popular in Württemberg, where it is usually played in groups of three or four as a family game rather than in the pubs. In three-hand games, each player competes for himself, while in four-hand games, known as Cross Binokel (Kreuzbinokel), two teams are formed with partners sitting opposite one another. The game was introduced to America by German immigrants in the first half of the 20th century, where it developed into the similar game of pinochle. Binocle was still played in Switzerland in 1994. In south Germany, the game is sometimes called by its Swabian name, Benoggl.

<span class="mw-page-title-main">Mauscheln</span>

Mauscheln, also Maus or Vierblatt, is a gambling card game that resembles Tippen, which is commonly played in Germany and the countries of the old Austro-Hungarian Empire.

<span class="mw-page-title-main">Mistigri (card game)</span> German card game

Mistigri, historically Pamphile, is an old, French, trick-taking card game for three or four players that has elements reminiscent of poker. It is a member of the Rams family of games and, although it is a gambling game, often played for small stakes, it is also suitable as a party game or as a family game with children from the age of 12 upwards.

<span class="mw-page-title-main">Briscan</span> French card game

Briscan is an 18th-century, French Ace-Ten card game for two players played with a 32-card Piquet pack. It is a member of the Marriage group of games in which the 'marriage' of a King and Queen brings a bonus score, but Briscan takes this simple concept to extraordinary lengths.

<span class="mw-page-title-main">Ramscheln</span>

Ramscheln, also called Ramsch, is a German card game for three to five players, which is usually played for small stakes. It is a variant of Mönch and a member of the Rams group of card games characterised by allowing players to drop out of the current game if they think they will be unable to win any tricks or a minimum number of tricks. It should not be confused with Ramsch, an unofficial contract in Skat, played when everyone passes, in which the aim is not to score the most card points.

<span class="mw-page-title-main">Papillon (card game)</span>

Papillon is an old French card game of the fishing type for three or four players. It has been described as "perfect for children who know how to count".

<span class="mw-page-title-main">Sjavs</span> Danish card game

Sjavs is a Danish card game of the Schafkopf family that is played in two main variants. In Denmark, it is a 3-player game, played with a shortened pack of 20 cards; in the Faroe Islands, where it is very popular, it is a four-hand, partnership game using a standard Piquet pack of 32 cards.

References

  1. Parlett (2004), p. 198.
  2. 1 2 The Card Games Bible (2014), pp. 193 ff.
  3. Kemps at boardgamegeek.com. Retrieved 2 September 2021.
  4. 1 2 3 Cash (a.k.a. Kemps, Kent) at denexa.com. Retrieved 2 September 2021.
  5. 1 2 3 4 5 6 7 8 9 10 11 "Rules of Card Games: Kemps".
  6. 1 2 Kastner & Folkvord (2005), pp. 360 ff.
  7. Le Kems at jeuxdecartes1.e-monsite.com. Retrieved 18 March 2022.
  8. 1 2 Parlett 2008, p. 350.
  9. Anleitung: Gämschen (oder Gemschen) mit Jasskarten at jassverzeichnis.ch. Retrieved 18 March 2022.

Literature