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Kemps box art

Kemps

Players

4-8

Time

?-?

Age

7+

Weight

1.17

Rating

6.11

Fit

Teach 2.4

Teaching signal

Replay 3.7

High replayability

Interaction 3.5

Low interaction

Scaling 3.9

Scales well

Strategy 4.6

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.

Replay value

Kemps offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds some new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is average, and the game scales well with different numbers of players. While it may not be the easiest game to learn, it falls within a moderate range of difficulty. Overall, Kemps has a solid replayability score of 7.4.

Luck profile

Kemps has a moderate influence of luck. Random elements such as card draws play a significant role in determining the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, making it suitable for players who enjoy both elements.

Overview

Kemps (also known as Canes) is played with two two-person teams. (You could play with three or four teams, but it becomes more complicated.) Each player is dealt a hand of 4 cards from a standard deck, and then the Dealer deals four cards face-up to the center of the table. If you're right-handed, you should keep your hand (of cards) in your left hand, and vice-versa -- this is because you are only allowed to use one hand to pick up or put down cards. When everyone is ready, the Dealer says "Begin", at which point the round starts. Play is simultaneous, with no turns. Your goal is to have all four cards in your hand of the same value (i.e. all 4 kings, or all 4 deuces). If a card you want is on the table, pick it up, put it in your hand, and then discard a card to replace it. If the action comes to a standstill because noone wants any of the cards on the table, the Dealer removes them, deals another four cards, and says "Begin" again. When you have acquired a complete set, you have Kemps, but you cannot declare this yourself. Instead, you must use a pre-arranged signal to inform your partner (which must be "over the table" -- no kicking your partner in the shins!), who then announces "Kemps". You show your hand, and your team gets a point. If you or your partner misread the signal and call Kemps erroneously, the other team gets a point. If you think you have spotted the other team's signal, you can call "Kemps against", and name the player you think has Kemps. If you are correct, your team gets a point, otherwise the other team does. When someone has figured out the other team's signal, that team can go somewhere private to come up with a new one. Play until any agreed-upon number of points.

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Credits

Designers

1
(Uncredited)

Publishers

2
(Public Domain) Ferti

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