Learn to Play

Kemps

A fun, fast-paced card game involving teamwork where players try to get four of a kind
Game Type
Other
Age
8+
Players
2, 4

The Pack

A standard deck of 52 playing cards for 4 players, two decks can be used when playing with a larger group.

Object of the Game

Kemps is a card game played in pairs.  The goal is to obtain four-of-a kind and then to use a secret signal to get your partner to call out “Kemps!”

The Deal

Shuffle the cards and deal four cards to each player.  Each player holds a maximum of four cards in his or her hand at a time.  Deal four cards to the middle of the table, face up.

The Play

First, ensure that you have an even number of people.  This is required since this game involves pairs playing together.  Randomly assign partners.  Then, have each pair meet to determine a secret, subtle signal.  This signal needs to be non-verbal and nothing too obvious.  Some examples might include: puckering lips, winking one eye, scratching one’s ear, etc.

Once all pairs have decided on a good signal, have everyone sit in a circle facing each other.  Partners should be seated across each other.

Say, “Ready, set, go!” and begin the round.  Each player can discard a card from their hand and then grab any card from the center of the table.  It is an ongoing process without structured turns; players simply exchange single cards from their hand with cards that show up on the table.  Again, a player cannot have more than four cards in their hand at the same time.

The goal is for you (or your partner) to get four of the same rank (e.g., four 8’s, or four Queens, etc.).  If no players want any of the four cards that are in the center, the dealer can remove the four cards and deal out four new cards and the process continues.  Once you successfully have four-of-a-kind, use your secret signal to try to get your teammate to yell “Kemps!”  If “Kemps!” is called on a person, that person must reveal their hand to show whether or not they have four-of-a-kind.

If your partner yells “Kemps!” and you have four-of-a-kind (or vice versa), then your team gets a point and wins the round.  If your teammate yells “Kemps!” but you don’t have four of a kind (or vice versa), then your team loses a point.  You can also yell “Kemps!” and point to an opponent if you think they have four-of-a-kind.  If successful, you also win a point, but if you are wrong, you lose a point.

How to Keep Score

Victory is achieved when your team earns four points (or whatever point value you wish).