Kemps is the card game where the real skill is lying with your face. You and a partner secretly signal each other when one of you gets four of a kind, and the other has to shout “Kemps” before anyone else notices. Add drinks for every miss and it turns into a hilarious game of eyebrow twitches and fake coughs. Here is how it works.
Kemps at a glance
| What | Details |
|---|---|
| Players | 4, 6 or 8 (even teams of two) |
| You need | A deck of cards and drinks |
| Type | Team signals and four of a kind |
| Best for | Groups who like a bit of strategy |
| Difficulty | Sneaky, takes a round to click |
What you will need to play
You do not need much to get going, but a few cheap staples make the night run smoother. Here is the kit we reach for.
What you need
- A standard 52 card deck
- An even number of players split into pairs
- A secret signal agreed privately with your partner
- Drinks for the penalties
How to set up
- Split into pairs. Partners sit across from each other, not side by side.
- Each pair privately agrees a secret signal. A wink, a tap, touching your nose, anything subtle.
- Deal four cards to each player. Place four cards face up in the middle.
How to play
- Swap cards. Everyone can swap one card at a time with the four face-up in the middle. When everyone wants new cards, the dealer clears the middle and lays four fresh ones.
- Chase four of a kind. Your goal is to collect four matching cards, four kings, four sevens, whatever.
- Signal your partner. The moment you have four of a kind, give your secret signal without getting caught.
- Call it. When your partner spots your signal, they shout “Kemps”. If it is real, your team scores.
- Block the other team. If you think an opponent has four of a kind, shout “Stop Kemps” or “Cut” before their partner calls it. Catch them and they take the penalty instead.
The drinking rules
- Wrong call: shout Kemps when your partner does not have four of a kind, your team drinks.
- Caught out: if the other team blocks you with a correct Stop Kemps, your team drinks.
- Missed it: if your partner signals and you fail to call before the other team blocks, you drink.
Pro tips
- Keep your signal boring. Scratching your ear beats a dramatic wink that everyone clocks.
- Watch the whole table. Half the game is spotting other people’s signals, not just making your own.
- Throw in a fake signal now and then to bait an opponent into a wrong Stop Kemps.
Signal your partner without a word, or drink for getting caught.
Pros and cons
- A clever partner game with real strategy
- Secret signals make it tense and funny
- Only needs a single deck of cards
- Scales well for four or more players
- Takes a round or two to learn
- Needs a partner you can actually read
- Quiet players give the whole game away
Frequently asked questions
How many people can play Kemps?
You need an even number so everyone has a partner, so four, six or eight works best. Four players, two teams of two, is the classic setup.
What do you shout in Kemps?
You shout “Kemps” when your partner signals they have four of a kind. To block an opponent you think has four of a kind, you shout “Stop Kemps” or “Cut” before their partner can call it.
