How to play Kemps: Complete rules, setup, signals, and strategy tips for beginners.

Kemps (also called Kent) is the ultimate partner card game — a blend of card collecting, secret communication, and psychological deception. Partners agree on a secret signal before the game, and the goal is to signal your partner when you have four of a kind. But if the opponents spot your signal first, they can counter you. It’s poker-level mind games wrapped in a party game.

What You Need

  • Players: 4 (2 teams of 2 sitting across from each other)
  • Deck: Standard 52 cards
  • Goal: Be the first team to have your partner successfully call “Kemps!”

Setup

  1. Form teams — 2 teams of 2, partners sit across from each other
  2. Agree on signals — Before the game, each team privately agrees on a secret signal (e.g., touching your ear means “I have four of a kind”)
  3. Deal 4 cards to each player
  4. Place 4 cards face up in the center of the table

How to Play

Card Swapping

  1. All players look at the 4 face-up cards in the center
  2. Anyone can swap a card from their hand with a face-up center card at any time
  3. Swapping is simultaneous — no turns, everyone acts freely
  4. You may only swap one card at a time
  5. If no one wants any center cards, sweep them away and deal 4 new face-up cards

Collecting Four of a Kind

Your goal is to collect 4 cards of the same rank (four Kings, four 3s, etc.).

Signaling

When you have four of a kind, send your secret signal to your partner. Your partner must:

  • Notice the signal — pay attention!
  • Call “KEMPS!” — declaring that their partner has four of a kind

Important: YOU cannot call Kemps for yourself. Only your PARTNER calls it for you.

Counter-Kemps

If an opposing player suspects an opponent has four of a kind (they noticed a signal or suspicious behavior):

  • They call “COUNTER-KEMPS!” targeting the suspected player
  • If correct: the accused team gets a letter
  • If wrong: the team that called counter-Kemps gets a letter

Scoring

Event Result
Partner correctly calls Kemps Opposing team gets a letter
Partner calls Kemps incorrectly Your team gets a letter
Counter-Kemps (correct) Accused team gets a letter
Counter-Kemps (incorrect) Calling team gets a letter

Teams accumulate letters: K-E-M-P-S. When a team spells KEMPS, they lose.

The Signal Game

The heart of Kemps is the signal. Before the game, partners privately agree on a subtle physical cue:

Common signals:

  • Touching your ear
  • Scratching your nose
  • Tapping the table with a specific finger
  • Winking
  • Shifting your posture
  • Picking up your drink
  • Saying a specific word in conversation

Signal Strategy

Keep it natural: The best signals look like normal behavior. If you never touch your ear during games but suddenly do, opponents will notice.

Decoy signals: Occasionally do your signal when you DON’T have four of a kind. This creates doubt in opponents’ minds.

Change signals: If opponents start calling counter-Kemps on your signal, change it between rounds.

Strategy Tips

Watch Everyone

Split your attention: card swapping with one eye, watching for opponent signals with the other. The player who watches the most usually wins.

Signal Quickly

Once you have four of a kind, signal immediately. The longer you wait, the more likely opponents will notice your hesitation or see your hand.

Bluff Your Signals

Occasionally perform your signal when you don’t have four of a kind. If opponents call counter-Kemps on a bluff, they get a letter.

Observe Card Swapping

Track what cards opponents are picking up. If someone takes three Jacks from the center, you know they’re close to four of a kind.

Don’t Stare at Your Partner

Looking at your partner when you signal is the most common tell. Glance naturally around the table — don’t lock eyes with your partner when transmitting a signal.

Coordinate Card Collection

If you see your partner collecting something specific, avoid competing for the same rank. Diversify your collection targets.

Why Kemps Is Special

Kemps is one of the few card games where the actual cards are secondary to the psychological battle. Reading body language, making eye contact, bluffing with signals, and the tension of “did they see that?” creates an experience that no other card game quite matches. It’s the closest thing to poker’s mind games in a party game format.