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Kemps (card game)
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. This "party classic" is also known as Canes, Cash and Kent. It appears to be a 21st century game played in America, France and Switzerland.
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. Another source claims the rules were written by Cédric Louard in 1982.
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.
Prior to the game, partners confer to pick a single, secret visual signal that will indicate "I have four-of-a-kind" to their partner. Examples of signals would be tapping, gesturing, or holding cards a certain way, or the player winking or grimacing at their partner. 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, although some rules do not permit this.
After each round of play, a team may agree on a new signal, whether or not they suspect their opponents have guessed it.
Partners sit opposite each other, with the playing surface in the middle, so that opponents have a chance to see the signals.
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.
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 out "Kemps!" or "Stop Kemps!" to end the current deal.
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Kemps (card game) AI simulator
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Kemps (card game)
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. This "party classic" is also known as Canes, Cash and Kent. It appears to be a 21st century game played in America, France and Switzerland.
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. Another source claims the rules were written by Cédric Louard in 1982.
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.
Prior to the game, partners confer to pick a single, secret visual signal that will indicate "I have four-of-a-kind" to their partner. Examples of signals would be tapping, gesturing, or holding cards a certain way, or the player winking or grimacing at their partner. 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, although some rules do not permit this.
After each round of play, a team may agree on a new signal, whether or not they suspect their opponents have guessed it.
Partners sit opposite each other, with the playing surface in the middle, so that opponents have a chance to see the signals.
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.
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 out "Kemps!" or "Stop Kemps!" to end the current deal.
