What Is Kemps?
Kemps is a fast, loud partnership card game. There are no turns. Everybody plays at once, swapping cards with a row of face-up cards in the middle, trying to collect four of a kind. When a player has four of a kind, they give a secret signal to their partner, and the partner calls out “Kemps!” The catch is that the other team is watching for the signal, and if they spot it first, they can call “Cut” (also called “Stop Kemps”) to stop the call.
It is a good game for families, parties and groups who like a bit of noise and teamwork. It is closer to a game of matching and observation than a classic trick-taking game, though it shares the partners-sit-opposite format with games like Euchre.
What You Need
- Players: 4, 6 or 8, in teams of two. Teammates sit directly opposite each other.
- Deck: One standard 52-card deck for four players. Many groups use two decks shuffled together for six or eight players.
- Optional: Paper and pen for keeping score.
Some groups play with other team arrangements or odd numbers. The standard version needs an even number of players so that every player has a partner.
Setup and Secret Signals
Choose a signal
Before the first hand, each team agrees on a secret signal, ideally away from the other team. Typical signals include:
- Touching your nose
- Scratching an ear
- A particular wink
- Tapping the table with a finger
- Crossing your legs, if the opposing team will see it
Most groups agree that the signal must be silent and visible to anyone at the table who is paying attention. If it is completely hidden, the game stops being fair. Choose a signal that you can do quickly, because speed matters.
Deal
- The dealer shuffles and deals four cards to each player.
- Four cards are placed face up in the center of the table.
- The remaining cards form a draw pile.
How to Play
- Start. When the dealer says “Go,” everyone picks up their cards.
- Swap. Players take cards from the center and replace them with cards from their own hand. Normally you swap one card at a time, trading a card from your hand for one in the middle. There are no turns, so you can swap as fast as you like.
- Refresh the center. If nobody wants any of the four center cards, the dealer or a designated player removes them, usually to a discard pile, and deals four new cards from the draw pile into the center.
- Collect four of a kind. The goal is to hold four cards of the same rank, for example four 7s or four Queens.
- Signal your partner. When you have four of a kind, give your team’s secret signal.
- Call Kemps. When your partner notices the signal, they call “Kemps!” The hand ends and the team scores if the call is correct.
The usual game keeps the signal and the call separate: the player with four of a kind signals, and their partner makes the call.
Calling “Cut” or “Stop Kemps”
If an opponent thinks the other team has four of a kind, they can call “Cut” before “Kemps” is called. This is a gamble:
- If the cutting team is right and the player does hold four of a kind, the cutting team wins the hand.
- If they are wrong, they lose a point (or receive a penalty).
A cut is only worth trying when you are fairly confident. If you are not sure, the safer option is to keep watching.
Scoring
Scoring varies by group. A common version looks like this:
| Situation | Result |
|---|---|
| Partner calls “Kemps” and you do have four of a kind | Your team scores 1 point |
| Partner calls “Kemps” and you do not have four of a kind | Your team loses 1 point |
| Opponents call “Cut” and you do have four of a kind | The opponents score 1 point |
| Opponents call “Cut” and you do not | The opponents lose 1 point |
The first team to reach an agreed total, often 4 or 5 points, wins. Some groups instead give the losing team penalty letters, one at a time, to spell out K-E-M-P-S. The team that spells the word loses.
Whichever system you use, agree on it before the first hand so that nobody argues afterward.
Tips for Winning
Keep your signal natural
A signal that looks like a normal gesture is hard for opponents to notice. The best signals are small and quick, such as a quick touch of your chin. Avoid signals that make your face or hand do something unusual.
Watch your opponents
Watching the other team is just as important as signaling your own partner. Look for repeated gestures from one player, especially around the time that player stops swapping. A sudden change in how a player behaves can be a clue, though it is not proof.
Look at your partner often
A signal does nothing if your partner is not watching you. Make a habit of glancing across the table every few seconds. This is the most common reason teams miss easy points.
Change signals between games
If you are playing several games with the same group, switch your signal each time. A signal that worked well the first time may get spotted by the second.
Do not be too fast to call
A false Kemps costs you a point, so it is better to be sure. If you have any doubt that your partner has finished, wait a moment.
Swap with a plan
Do not just grab cards. Keep track of which ranks are most common among your four cards, and aim for a rank in which you already hold two or three. Be careful not to hold your cards in a way that shows the pairs you have collected.
Variations
- Different target scores: Some groups play to 3 points for short games.
- Larger groups: With six or eight players, use two decks. The center still has four cards.
- Cards in the center: Some groups place five cards or other numbers in the middle. Make sure everyone agrees.
- Cheating rules: Many groups agree on a rule that nobody may speak a code word, and that signals must be seen by players of both teams.
Common Questions
What is trump in a card game?
Trump is a suit that temporarily outranks all other suits. It is used in trick-taking games such as Euchre but not in Kemps. Kemps has no trump suit.
How do you play a signal card game?
Signal card games rely on partners sending hidden cues to each other. Kemps is the best-known example: teammates agree on a silent signal, and the signal tells the partner to call out that the team has four of a kind.
What are some other basic card games?
Games such as Go Fish, Crazy Eights, War and Rummy are common beginner options, and a rummy-style game like Five Crowns is an easy step up. If you like partner games, Euchre is a good next step.
Is signaling cheating?
In Kemps, signaling is the game. It is only a problem if you use spoken hints or hide the signal where the other team cannot possibly see it. The fun of the game comes from a signal that is possible to spot.