Kemps
From Free net encyclopedia
Template:Wikify-dateTemplate:Cleanup-date
Kemps, also known as Kent, Scenics, Gampsh, Corners, Squares, Signal or Peanut Butter and Jelly is a matching card game for two to six teams of two players each. It is played with a standard 52-card deck. The origin of the game is not known and is generally learned from friend to friend.
Contents |
Objective and Game Play
The object of the game is for one member of a team to accumulate all four cards of a single rank in his hand and to have his partner recognize that fact aloud by yelling kemps, kent, scenics, squares, gampsh, signal or peanut butter (depending on which name the game is being played under, be sure to agree on calls before hand) before another team realizes that your team has four of a kind.
Prior to the game, partners may confer to create a signal to indicate when four cards of a rank have been accumulated. Partners sit opposite each other, with the playing surface in the middle. Each player is dealt four cards to begin the game. Four more cards are then 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, 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.
The game is ended in one of two ways. If a team calls kemps, it is checked to see whether they were successful or not. If the call was valid (i.e., the partner does in fact have four cards of a rank), the calling team wins. If the call was invalid, the calling team loses. (In a two-team game, the other team may be said to win in the case of an invalid call. Otherwise, no team is declared a winner.) Alternately, if a player believes that another player has four cards of a rank but his partner has not recognized this fact, he may call miss or contra-kemps (or jelly, depending on the name of the game and rules established beforehand), indicating which player he believes has four cards of a rank. If the call is valid, the calling team wins. If the call is invalid, the calling team loses (a winner may or may not be declared, as above).
Basic Setup
Strategy
The strategy of kemps lies in the signals devised by each team. A signal should attempt to be subtle enough not to be noticed by other teams but recognizable enough that the partner can make a confident call (for example, making a "V" sign with one's cards). Throwing false signals is also encouraged, running a hand through your hair or winking may make amateur opponents falsely call you. It is a common misconception that verbal signals are allowed during the game; making a noise to signal your partner about Kemps is illegal. Even slapping the table loudly is concerned unlawful in the world of Kemps. True skill comes from players who are able to play without talking, yet have many different signals which mean many different things. Verbal signals are fairly amateur, and they are unacceptable in the pro ranks. It is also good strategy to watch what your opponents are picking up. If you notice that an opponent has picked up three of the same card, then there exists a good chance that they now have four of a kind. If you notice that your opponent is going for four of a kind, it would be prudent to pick up one of the card they are going after, and hold it until you are sure that they have three of a kind, then discard it so they pick it up and you can call them on it. If you think that an opponent is watching what you pick up, take advantage of it. Immediately switching to a new set of four cards is not always the best strategy. Lure them into falsely calling you on having a set of four, thereby scoring yourself a point. Above all, remember to use all knowledge you have of your opponents and their strategies, use their own strengths against them to turn the tables in your favor.
Signs
Please add only unique signs that are not on the list.
Card Signs
- Put all four cards in one hand.
- Put 2 cards in each hand.
- Arrange cards so partner sees only 3 cards.
- Put cards on ground.
- Put 3 cards in one hand and 1 in the other.
- Flip all cards horizontally.
- Stick one or two cards up from the others.
- Hold all cards to chin or chest.
- Any combination of turning a card.
- Re-arrange cards. (Make sure your partner calls the signal a little bit after you do this)
- Accidentally drop a card on the ground. (look up)
- Hold all your cards between two fingers.
Signs without Cards
- Stick Tongue out.
- Roll eyes.
- Tug Bottom of shirt.
- Scratch anything.
- Put one hand on chin, and slowly drop it to the ground. *Perfect*
- Stick Pinkies out. *Number 1 rated.*
- Start sitting on knees and once you have 4 of the same, sit 'Indian Style'
- Shrug
- Wave hair
- Fix glasses, or those without glasses, rub your eyes.
- Wink
- Nod your head.
- Chomp Teeth.
- Laugh really loud.
- Fall down....roll around laughing....and pass out.
Combo-Signals
For skilled players, or for players that have good memories and have partners that have good memories* --Most people should ignore this section-- Combo-signals are exactly what they sound like. These are used to throw off a tough opposition. A combo can consist of around three moves. For this reason, a combo move is a very good signal. Once a combo signal is made up, perhaps consisting of touching one's ears, blinking ,and smiling, the opponents will probably think you will always use combo signals. So, making up fake combo signals can come in handy when used as feints. Once a combo move is established between you and your partner, use it. If it works, continue using it, if it doesn't, try again. Since almost all of the time it will work, you will succeed. Once the other team realizes you are utilizing a combo signal, it is advised that you use other means to deceive your opponents.
Verbal
The key to verbal signals is to have a word that your partner recognizes and says signal. In order to use a verbal seamlessly, start a conversation of the secret word when you have achieved 3 cards (or if you're that full of it 2 or 1. Then when you have all four cards, say the magic word or phrase. For example:The magic word here is "Silenced"
Person A: I Really like on line shoot 'em up games, don't you? Person B: Yeah so do i, one i like is Counter-Strike. A: me TOO!, one of my favorite weapons is the AK-47 B: Ha, mine is the M14. A: I only like that weapon when it is 'silenced'. *DON'T SAY KEMPS YET, OTHER WISE THE OTHER TEAM WILL KNOW THE MAGIC WORD* B: Ha, well, a glock is also a fine weapon...KEMPS!
Get it? Good. Practice first.
Crazy Ones
Crazy Signals are fun. You and your partner should use your imagination for this. Basically, when you have kemps, do something dumb like:
- Scatter all the cards in the middle, great way to end the game
- Attempt to eat the person, next to you
- Literally say, "I have four of a kind" (This actually works, very well, for a quick win)
- Smack the opposition
- Collapse on the ground.
- Show your cards to your partner
- Say "ooga booga"
(the bad thing about these signals are that, they can only be used once... )
Fake Signals
In order to really be hard core in Kemps, wow that sounded lame, hardcore in kemps... Anyway, you gotta have fake signals. In order for fake signals to work, don't pick a stupid partner to play with that will say 'KEMPS' every time you do a fake signal. Here are some:
- Scratching anything
- Yawn
- Tapping the ground
- Say your partners name in a way to get their attention. This is a very good one for beginners because it seems to your opponents that you are trying to get your partner to look up. However, as time progresses, and you become more skilled in 'kemps' you will realize that this almost never works; only working on newbies.
- Grunt.
- Basically any signal up above will work.
Skill
Multiple Signals
These signals should only be used advanced players who are familiar with basic signals.
To become a strong player in the game, you need to have more than one signal made up. Set about three different signals to specific names. Like 'a-formula', 'y-formula', '2-formula', or 'b-signal'. Then while in play say one of the code names to change the signal to be recognized. This is a very good strategy, however it is only recommended to highly skilled players. In more depth here:
1.Say your first signal is to put all four cards in one hand. -Name this 4 and 1 2.And your second one is tugging your shirt. -Name this S-signal 3.and your last one is pushing your glasses up. -Name this G-Signal, or G-Fix 4.In game play use the signals...when you first start, say '4 and 1' 5.After you win, hopefully, or lose, you can say a different code name to trick the opposition, so the second time say 'g-Fix'
Remember these are only for skilled players.
Talking with Hands
For highly skilled players.
One thing you might want to consider is making signals for how many cards you have.
For example, if you have two of a kind tug both of your ears. If you have 3 of a kind, touch both ears and then your nose. Then if you have all four, of course do your signal, or signals, or combo signals.
One important signal type is the signal for when your partner has of your cards. This is very annoying so one signal that we'd suggest for this is...
- Point to your partner, and do one of those Morpheus, Matrix waves...
- You could say "Get over here!" (from mk series)
- Hold your cards in one hand, so that however many cards you have is how many fingers are holding the card on the outside. For example: you have 3 cards that match, and need one. hold your cards so that they're in-between your index finger, middle finger, & ring finger [on the outside] and your thumb & pinky [on the inside] once you or your player has all four fingers up, then you can call kemps. it also works to have the fingers be as many as you need.
The Language Barrier
Use Japanese, Hebrew, Swahilian - anything non Romance or with the Phoenician alphabet as they have similar sounding numbers.
Cheating
Cheating is not encouraged in most friendly card games, though rigging the deck is a feasible method towards those ends.
Notes
- These signals have been tested and all work fine, if one of them doesn't work for you, well, that's always possible, especially if you and your opposition have both read this page...
- You can always alter the game yourself, however, the more you change it the more unfamiliar it will be to players who have played the game before.
- Kemps, like many card games, varies from place to place and if the version of the game differs from the one shown here, disregard the information that does not apply to you.