Official Kemps Rules

Last Updated on February 27, 2025 by The Official Game Rules Team

Kemps is a fast-paced, partnership card game where players secretly signal to their teammates when they have four-of-a-kind. This page provides a clear breakdown of the rules, guiding you through the card exchanges, secret signaling, and the frantic race to call “Kemps!” With its focus on quick reflexes, nonverbal communication, and a bit of deception, it offers an engaging and hilariously fun experience for groups. Get ready to swap cards, create secret signals, and shout before your opponents do.

kemps playing card decks

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How to Play Kemps


Objective

The objective is to collect four of a kind and then signal your partner to call “Kemps” or for your partner to recognize your signal and call “Kemps” on your behalf.

Setup

  • Players: Best played with 4, 6, or 8 players in teams of 2. Each team sits opposite each other.
  • Deck: Use one deck for up to 4 players and two decks for more than 4 players.
  • Dealing: Shuffle the deck and deal 4 cards to each player.
    Place the remaining cards in the center of the table to form the draw pile.

Gameplay

  1. Choosing a Signal:
    • Before the game starts, each team secretly agrees on a non-verbal signal (e.g., a scratch of the nose, a specific word, a wink) to indicate they have four of a kind.
  2. Starting the Round:
    • The dealer lays out four cards face-up in the center of the table.
    • Players can pick up and exchange cards from the center to try and form four of a kind. There is no turn order; it’s a free-for-all.
  3. Exchanging Cards:
    • Players can only have 4 cards in their hand at any time. To take a card from the center, they must replace it with one from their hand.
    • Once players have exchanged the cards they want, they signal the dealer to refresh the center cards.
    • The dealer then clears the four face-up cards and deals four new cards from the draw pile to the center.
  4. Calling “Kemps”:
    • When a player gets four of a kind, they use their secret signal to alert their partner.
    • The partner must then call out “Kemps!” to win the round.
    • If an opponent spots the signal and calls out “Kemps!” first, they win the round instead.
  5. Calling “Counter-Kemps”:
    • If a player believes an opponent has four of a kind but hasn’t signaled yet, they can call “Counter-Kemps!”.
    • If correct, their team wins the round. If incorrect, the opposing team wins.

Scoring

  • Teams score one point for each successful “Kemps” call or correct “Counter-Kemps”.
  • The game can be played to a predetermined number of points, such as 5 or 10.
  • The first team to reach the predetermined number of points wins the game.

Kemps Strategy

  • Secret Signals: Be creative with your signals to avoid detection by opponents.
  • Bluffing: Occasionally fake a signal to confuse your opponents.
  • Attention to Opponents: Keep an eye on your opponents’ behavior to catch their signals.
  • Multiple Sets: Play with multiple sets of four of a kind to increase the difficulty.
  • Penalty Points: Deduct points for incorrect “Kemps” or “Counter-Kemps” calls.

Kemps is a fun and engaging game that challenges players’ ability to work together and outsmart their opponents.

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