Kent (game)

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Kent, also known as Signal, Cash, and Kemp[1], is a four-player card game, played in teams. Kent is played with a standard deck of cards. The players rely on luck, speed and silent communication to win the game.

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[edit] Object of the game

The object of Kent is to have four of a kind in one's hand and then get one's partner to call Kent. Before the game starts, each team is supposed to create a non-verbal signal, a special way to notify one's partner that one has Kent.

[edit] How to play

The game starts with each team secretly creating a signal. Pairs usually sit opposite each other to avoid cheating. Then each player is dealt four cards. When all players have four cards, four more cards are placed down on the table. It then becomes a race for each player to pick up the cards needed to make four of a kind. When four cards are down and all players agree the cards are not needed, they are "flushed" and four more cards are placed down on the table.

Once a player has four of a kind, he or she must perform the agreed-upon signal. If a player from one team catches the other team signaling, he or she can call "broken" on the opposite team. If the team has four of a kind and is called "broken", that team has lost. If, on the other hand, a team does not have four of a kind when it is called "broken," that team automatically wins. If one team member sees the other member signal and calls "Kent," the team wins.

[edit] Signals

Signals are a very important part of Kent. To win the game you must be able to notify your partner that you have "Kent" (four of a kind) or to recognize when your opponent is making a signal. Although signals cannot be verbal, you are allowed to use sound in order to set up other signals. For example, you could say to your partner, "When I start laughing, be sure to look at me," so you and your partner know when to look for the signal. If, however, your signal was the laugh itself, you would be considered cheating and would lose the game. Signals may be tricky and sneaky, but cannot be completely invisible, such as a pinch or a kick under the table.

Some common signals are: a silent yawn, a stretch, placing one's cards down, folding one's cards, or placing the cards on one's leg.

[edit] Strategies

There are many strategies to Kent, but a very common one is called "feeding". Feeding is a way of giving another player cards without that player realizing it. For example, if player X picked up a 2 and you have a pair of 2s in your hand, you would put down your pair of 2s -- either to help X if he or she is your partner, or to try to break X if he or she is your opponent.

Another strategy is counting cards, when one keeps track of the cards one's teammate or opponents are picking up so that one is aware of when to call "broken" or "Kent." This strategy requires complete concentration, focusing not so much on one's own cards as on the cards of one's partner and opponents.

[edit] Variations

A player acknowledging the teammate's signal, depending on the version, may also say "Cash" or "Signal".

The opposing player breaking the signal may also say "Cut Cash".

[edit] References

  1. ^ Reporter, Margaret C. (August 21, 2000). Party Games (Web). Kiwibox.com. Retrieved on January 14, 2007.