Kemps Card Game Cheats

Partners race to collect four of the same numbered cards. Once someone has done that, they signal their partner to say 'Kemps,' and they get the point. That one's surprisingly effective, but you have to just say 'Say it,' because if you say kemps, you'll lose if your partner doesn't have four of a kind. And then, of course, you switch up and use it as a fake out. A more serious one is to hold your cards using a number of fingers matching how many of a kind you have. To obtain four of a kind (i.e. Four cards of the same rank) and for your partner to say 'KEMPS', or to say 'KEMPS' yourself when your partner has four of a kind. Alternatively you can win the hand by saying 'STOP KEMPS' when a player from another team has four of a kind, before their partner says 'KEMPS'.

The objective in Kemps is to achieve a hand of four cards of the same rank

Kemps, also known by many other names, 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 played with a standard 52-card deck. The game is said to have originated in Brazil.[citation needed]

Game

Objective and game play[edit]

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.

Prior to the game, partners confer to pick the secret non-verbal signal that will indicate to each other that they have four of a kind.[1] There are many kinds of signals, such as tapping, gesturing, or holding cards a certain way. However, signals that are below the table are illegal, and players may not make signals which have a meaning other than 'I have four of a kind'.[1]

Partners sit diagonal each other, with the playing surface in the middle, so that opponents have a chance to see the signals.

  • Each player is dealt four cards to begin the game.
  • Four cards are turned face up on the central playing surface.
  • All players may swap one of their cards for one of the central cards at any time.
  • If it appears that no further swaps are desired, a player will verify this (often by saying an agreed on word by all, like 'flush' as in flushing the unwanted cards down the drain, or just 'trash' or 'discard'), clear the central four cards, and then turn up four new central cards.
  • Cards that have been cleared may not be retrieved, so their ranks cannot be collected in full to complete the game objective.

A player may call 'Kemps!' if they believe that their partner has four of a kind. If correct, the team gains a point. If not, they lose a point.

If a player believes that an opponent has four of a kind, and if 'Kemps!' has not been called by their partner, they may cut by calling 'Stop Kemps!' (also 'Cut!', 'Counter-Kemps!', 'Block!' or another word depending on the variant being played). When a player cuts, any opponent with four of a kind must show their cards.[1] If they have a four-of-a-kind, then the cutting team gains a point. If not, then the cutting team loses a point.

Variations[edit]

Peanut Butter[edit]

Players call 'Peanut Butter' when they believe their partner has four of a kind, and 'Jelly' when they suspect their opponents. In this variant, players may use verbal signals, and agree to play a specific (odd) number of rounds at the start of the game.[1]

Kemps Card Game Online

Guess the Sign Kemps[edit]

Card

In this variation of Kemps, after a correct call of 'Kemps', the opposing team has an opportunity to guess the signal of the calling team. If they guess it correctly, then the point earned for the call is canceled, and neither team scores. This is used to prevent obvious signal from being used just because they work the first round.

Super series Kemps[edit]

In the Super series Kemps variation of the game four players for each side are required. The game still uses the basic principles of Kemps with two pairs competing, but at the very start both teams flip a coin and the winning side decides who will go first. There are six rounds per game, and each of the four players will play in three of the six rounds. The team who, according to the coin flip, is 'going first' will have to decide their pairs for the first three rounds first. It will then swap for the second half of the game, and the other team will decide their pairs first. The supersub is a designated extra player, one for each team, that cannot call Kemps or use cards; they can only call contra-Kemps.

Three-player Kemps[edit]

Ideally played with two teams of three players each. Played the same way as normal Kemps but two of the three players must have four of a kind and the third player on the team must call Kemps. Because there is a delay for 2 of the 3 players to get four of a kind, five cards per hand are used for the fifth card to serve as decoy for the player to avoid being called 'contra-Kemps' on.

Five-player Kemps ('Chemist')[edit]

In five-player Kemps, or 'Chemist', each player forms two independent teams with the players sitting across from them. For this reason, each player has a unique team composition. Players directly adjacent are the only players able to counter-claim Kemps. Scoring is as in the traditional game, with a correct 'Kemps' claim yielding one point for the pair of players involved in that interaction. Often this variant is played with the word 'Chemist' spoken as the signal for Kemps.

You've Got Crabs[edit]

The 2018 commercial card game You've Got Crabs by Matthew Inman and Elan Lee plays as the same as the original Kemps, with some changes to team rules and a different card distribution.[2]

References[edit]

  1. ^ abcdhttps://www.pagat.com/commerce/kemps.html
  2. ^'FAQs'. youvegotcrabs.com. You've Got Crabs.

External links[edit]

  • Official site of KEMPS, archived, not actually official
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Kemps_(card_game)&oldid=987330869'
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Kemps is a card game played in pairs. The goal is obtain four-of-a kind and then to use a secret signal to get your partner to call out “Kemps!”

  • Materials Required: A standard deck of 52 playing cards.
  • Recommended Number of People: 3-5 pairs (6-10 people).

Kemps Card Game Best Signals

How Do You Play the Kemps Game?

Setup

First, ensure that you have an even number of people. This is required since this game involves pairs playing together. Randomly assign partners. Then, have each pair meet to determine a secret, subtle signal. This signal needs to be non-verbal and nothing too obvious. Some examples might include: puckering lips, winking one eye, scratching one’s ear, etc.

Once all pairs have decided on a good signal, have everyone sit in a circle facing each other. Partners should be seated across each other.

Playing Kemps: A Sample Round

Shuffle the cards and deal four cards to each player. Each player holds a maximum of four cards in his or her hand at a time. Deal four cards to the middle of the table, face up.

Say, “Ready, set, go!” and begin the round. Each player can discard a card from their hand and then grab any card from the center of the table. It is an ongoing process without structured turns; players simply exchange single cards from their hand with cards that show up on the table. Again, a player cannot have more then four cards in their hand at the same time.

The goal is for you (or your partner) to get four of the same rank (e.g., four 8’s, or four Queens, etc.). If no players want any of the four cards that are in the center, the dealer can remove the four cards and deal out four new cards and the process continues. Once you successfully have four-of-a-kind, use your secret signal to try to get your teammate to yell “Kemps!” If “Kemps!” is called on a person, that person must reveal their hand to show whether or not they have four-of-a-kind.

If your partner yells “Kemps!” and you have four-of-a-kind (or vice versa), then your team gets a point and wins the round. If your teammate yells “Kemps!” but you don’t have four of a kind (or vice versa), then your team loses a point. You can also yell “Kemps!” and point to an opponent if you think they have four-of-a-kind. If successful, you also win a point, but if you are wrong, you lose a point.

Winning Kemps

Victory is achieved when your team earns four points (or whatever point value you wish).

Kemps Card Game Cheats Free

Variations

Kemps Card Game Cheats List

A variation of Kemps to is to have partners create their nonverbal signal while playing the game, rather than being allowed to discuss it beforehand. This is a much more challenging version of the game, but it can be more fun.