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Kemps box art
Ranked #14,122

Kemps

A team card game has partners collect four cards of one rank and secretly signal each other to call Kemps. Opponents can expose the signal for a point, so a readable cue becomes a liability.

Family Games Card Game Real-time Set Collection Simultaneous Action Selection

Players

4-8

Play time

Not listed

Age

7+

Complexity

1.17/5

Rating

6.11

Harder to teach Low interaction Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.7/5

High replayability

Interaction 3.5/5

Low interaction

Player scaling 3.9/5

Scales well

Strategic depth 4.6/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

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.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
4–8
Best with
2
Play time
30 min
Age
7+
Complexity
1.2/5
Credits and catalog connections

Credits

Designers

1
(Uncredited)

Publishers

2
(Public Domain) Ferti

Linked items

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