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Kemps

Card games · Commerce group

Also Kent, Cash, Canes, Signals

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Summary — 4–8 players

Kemps is a card game for four, six or eight in pairs: collect four of a kind and pass your partner a secret signal without the other side seeing it. Your partner calls Kemps on your signal, and the other pair calls Stop Kemps if they read it first. Rounds lost cost letters, and the first pair to spell K-E-M-P-S is out.

Scored by
Best hand at showdown

How it plays

1 of 7

The deal, and a secret signal

Four, six or eight of you in pairs, partners sitting across from each other — North is with you. Four cards each and four face up in the middle. Before the first deal each pair agrees a private signal: a blink, a cough, a word. Passing it under everybody’s noses is the game.

Rules

How to play

Players and equipment

Four, six or eight players in partnerships of two, and a standard 52-card deck. Partners sit across from each other, so every signal has to cross the table in full view of the other side. Before the first deal, each pair agrees a secret signal — a blink, a cough, a word, a hand on the chin — and the game is passing it under everybody's noses. With six or eight players there are three or four pairs at the table, all playing at once.

The deal

Four cards each, dealt face down, and four face up in the middle. The rest of the pack stays beside the dealer, who uses it to refill the middle. Partners sit across from each other, never side by side.

Play

There are no turns. Anybody may swap a card from their hand for a card in the middle at any moment, one for one, keeping four in hand. Several hands reach for the same card at once, and whoever gets there first has it. Any player may say the middle has stalled; if nobody objects, the dealer sweeps the four away and deals four fresh ones. Nothing else pauses while that happens.

The aim is four of a kind, and then the signal. When your partner shows theirs, call "Kemps!" — if they do hold four of a kind, your side wins the round. You never call Kemps for your own hand: the whole point is that your partner has to notice and say it for you. If you have read the opposition's signal instead, call "Stop Kemps!" on them before their partner calls, and their four of a kind wins the round for you. Some tables say Counter-Kemps instead; it is the same call.

A call ends the round. The player who was signalling, or the player accused, turns their hand face up and the table sees whether the call was right; everybody else keeps their cards hidden. The deal passes to the left, and pairs may agree a new signal before the next round.

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