Kemps, also known as Twa, 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. Kemps is played primarily by youth in the United States.
Prior to the game, partners confer to create a signal to indicate when four cards of a rank have been accumulated. When one partner accumulates four of a kind during game play, he makes the signal and his partner says Kemps. Partners sit opposite each other, with the playing surface in the middle.
The game is ended in one of two ways. If a team calls kemps, the opposing team checks to see if the partner who did not make the call has four of a kind. If the call was valid and 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 wins 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 the opponent's partner has not recognized this fact, he may call miss or contra-kemps (also non-kemps, counter-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. In this case a winner may or may not be declared, as above. There is no standardized scoring for kemps.
If a player thinks that an opponent is watching what she picks up, she has the option of chaning the rank she is collecting. Alternatively, the watched player can try to lure her opponent into falsely calling contra-kemps.
You may also want to say your situation for example you may both agree that when you say "im cold" that means all you need is one more card and you will have a set. This may be really beneficial because you once your partner sees you picking up the card you need he/she can call kemps without a signal being shown, when signals are shown you are obviously at a disadvantage because the opportunity for the opposing team to call "contral kemps/ caught" is open.
Players may also agree on noises as a verbal signal, such as mooing, snorting or whistling.
In a game which allows for verbal signals a very sucessful one is for both players in a partnership to be constantly saying random words. But at the start of the game both players agreed to a certain letter which would be the signal, lets use as the example. "fish, grasshopper, pancake, CD, wallet, Cup, Ashtray" , once ashtray is said then "kemps" will be called because that was the word with [A as the starting letter
For example, suppose 'a-formula' is be the code name to make the signal whitsling, 'y-formula' the code to make the signal yawning, and 'b-signal' the code to change the signal to clucking like a chicken. After each round the team can change their signal by simply calling out 'a-formula!' or 'b-signal!'. Players can also use the code signals to change their signal during play. Using this type of complicated signal is difficult, and not necessarily more successful than using simpler signals. The most complex signal is no substitue for good team observation.
Crazy signals add humor to the game, but ususally cannot be used more than once because they are so obvious to the opposing team.
In this variation of the game, players are prohibited from using verbal signals, or making loud noises during play. Teams are engouraged to use subtle signals, putting empasis on concentration and perceptivity.
In this variation of the game you require four players a side. This game takes a bit more time due to strategising and starting and stopping play but the depth of strategy this game allows is significantly better.
This game still uses the basic principles of kemps with a pair vs another pair. But in this game at the very start both teams flip a coin the winning side decides who will go first. There are 6 rounds per game. Each of the four players will play in three of the six rounds. So why flip a coin to see who goes first? Well this basically means the side which must go first has to decide the pair they will bring to the 1st round first. After this team has decided who they will give for this first round the opposing team can choose the pair they want to bring out to play against them in the 1st round. So hopefully you can see this game becomes strategic in who you like to play against who. The team who according to the coin flip is "going first" will have deicide their pairs for the 1st 3 rounds first, and then it will swap and the 2nd half of the game will the other team will decide their pairs first.
Then there is the supersub rule. In the game as you know there is 2 people vs 2 people, at the start of any round of the game your team can call on your supersub. The supersub cannot call "kemps" but can only call "contra-kemps, caught, jelly (or other variation which relates to catching the other side)". So effectivley it will be a pair vs a pair + 1, and that 1 person (the supersub) cannot call kemps or use cards, but they improove your chances as you have someone else who can do spotting. Can another team bring on a supersub when one of the teams has called theirs on? Yes absoultely, In this situation you effectly have 3 vs 3 with each team having 1 person sitting down spotting. How many times can you bring a supersub on? ONCE out of the 6 rounds. Who can be a supersub? Well since you already have two of the four people sitting at the table going to play for your team any of the other 2 can be a supersub. Can a supersub talk during the game? absolutely, a supersub might want to give a running commentary on what cards are being picked by whom so teammates are ready to pick up those cards to prevent the opposition from claiming a set.
In this game a draw can happen if both teams win 3 rounds each. Which makes this a difficult game to win, and draws are common. But when there is a win it is usually quite deserving.