Kemps: rules, secret signals and scores
Kemps is a card game where the cards are the easy part. You and your partner need four of a kind, and when one of you has it, the other must notice a secret signal and shout "Kemps!" before the other team catches on. Below: the rules, two ways to keep score, a signal picker that prints a private card for each partner, and a score keeper for up to six teams.
Kemps in 30 seconds
- Teams of two, partners sitting opposite. Each team secretly agrees one silent signal that means "I have four of a kind".
- Deal four cards each and four face up in the middle.
- No turns: anyone may swap one card at a time with the middle. Never hold more than four.
- When nobody wants the middle cards, the dealer clears them and deals four more.
- Got four of a kind? Signal. Your partner shouts "Kemps!" Think an opponent has it? Shout "Stop Kemps!" at them. Right scores, wrong costs.
Secret signal cards
This is what prints: the signal cards, sized for US Letter. Use your browser's Print (Ctrl+P, Cmd+P on a Mac, or Share then Print on a phone).Another sheet on this page is set to print.
KEMPS: our secret signal
Team: ______________________
Signal: ______________________________
Spare signal (if the other team guesses): ______________________
Silent only. One signal, and it means only "I have four of a kind". When you see it, shout "Kemps!"
KEMPS: our secret signal
Team: ______________________
Signal: ______________________________
Spare signal (if the other team guesses): ______________________
Silent only. One signal, and it means only "I have four of a kind". When you see it, shout "Kemps!"
Signal ideas
- Touch your left ear lobe
- Rub the side of your nose
- Raise both eyebrows twice
- Slow wink with your right eye
- Press your lips together and hold it
- Puff out one cheek
- Touch your top lip with your tongue
- Tap the table twice with one finger
Kemps score keeper
How to play Kemps
Teams and signals
You need an even number of players, at least four, in teams of two. Partners sit opposite each other, so the other team has a fair chance to see the signals. Before the deal, each pair goes somewhere private and agrees one secret signal. It must be silent: no words, no sounds. You may only agree that one signal, and it may only mean "I have four of a kind". A team may change its signal between hands.
The deal
Use one 52-card deck (Bicycle suggests two for a larger group). The dealer gives everyone four cards, then deals four cards face up in the middle.
Swapping
The dealer says go. There are no turns: anyone may pick up a card from the middle and put one of theirs down in its place, one card at a time. If two players grab the same card, the first to touch it has it. You may never hold more than four cards. When nobody wants any of the middle cards, the dealer sweeps them away and deals four new ones from the stock.
Calling
When you hold four of a kind, give your signal and keep playing normally. When your partner sees it, they shout "Kemps!" and you show your hand. If you do have four of a kind, your team wins the hand; if not, your team is penalized. If you think a player on the other team has four of a kind, point at them and shout "Stop Kemps!" (some tables just say "Kemps!" and point). If they have it, your team wins the hand; if not, your team is penalized.
Scoring
Bicycle's way: a right call is +1 for the calling team and a wrong call is -1; the first team to 4 wins. Wikipedia's way: the losing side of each call takes the next letter of K-E-M-P-S, and the first team to spell the whole word loses.
Where sources differ
- Scoring. Points to 4 (Bicycle) or letters spelling KEMPS (Wikipedia). The keeper does both. With three or more teams in the letters game, a right "Kemps!" gives a letter to every other team; that is our reading, because the article describes two teams.
- Fake signals. Wikipedia says meaningless signals to confuse opponents are often allowed, but some rules ban them.
- The call words. "Stop Kemps!", "Cut!", "Stop!" or "Kemps!" with a point at the opponent. Wikipedia also describes Cash ("Cash!" and "Counter Cash!") and the French Carré-Coupé, with extra calls for doubles.
- When the stock runs out. In Wikipedia's main rules the hand ends when the stock is used up or someone calls; its Cash variant scores that as a draw.
House rules in the tools: the points target, the letters game for three or more teams, and the decoy and under-the-table options in the signal picker.
Tips for Kemps
- Watch the opponents more than your partner. If you can read their signal, a "Stop Kemps!" wins the hand without four of a kind.
- Make your signal something you would do anyway. A natural gesture repeated at the wrong moment is harder to spot than a big wink.
- Change your signal when the other team has seen it. You may switch between hands; the spare line on the printed card is for that.
- Collect what is moving. If the other team keeps taking 9s, they are building 9s. Hold one back and they cannot finish.
Play Kemps online or at home
Play at home: one standard deck, four or more players in pairs, the printed signal cards and the keeper above.
Kemps questions
How do you play Kemps?
Play in teams of two, partners sitting opposite. Agree a secret silent signal. Everyone gets four cards and four go face up in the middle. There are no turns: swap one card at a time from your hand with the middle. When you get four of a kind, give your signal. If your partner sees it, they shout "Kemps!" and your team scores. If you think an opponent has four of a kind, shout "Stop Kemps!" at them.
What are good Kemps signals?
Silent, natural-looking ones: touching an ear, rubbing your nose, a slow wink, laying a hand flat on the table, moving your cards to your other hand. Spoken signals are not allowed. Our signal picker gives each team a different kind of signal and prints a card for each partner.
How do you score Kemps?
Two ways. Bicycle: a right call scores your team a point, a wrong call loses one, and the first team to four wins. Wikipedia: mistakes and opponents' successes spell out K-E-M-P-S against a team, one letter at a time, and the first team to spell the word loses.
How many people can play Kemps?
Any even number from four: two teams of two is the classic game. Wikipedia describes two to six teams, and Bicycle suggests a second deck for a large group.
Can you fake a signal in Kemps?
Many groups allow meaningless fake signals to confuse the other team; Wikipedia notes that some rules ban them. Agree before you start. You may only agree one real signal with your partner, and it may only mean "I have four of a kind".