Four friends playing Kemps at a kitchen table, each holding four cards, with four cards face up in the middle; one player winks and touches her ear as a secret signal to her partner
A wink, a tug of the ear, a tap on the table: in Kemps the signal is everything.

Kemps is a fast party card game for teams of two. Everyone grabs and swaps cards from the middle of the table at the same time, trying to collect four of a kind. When you have it, you give your partner a secret signal, and your partner has to shout “Kemps!” before the other team spots the signal and shouts “Stop Kemps!”. It is part card game and part bluffing game, and it is also known as Kent, Cash and Canes. This guide covers the Kemps card game rules, how to choose a good signal, the main variations and the odds.

Kemps Rules at a Glance

Kemps
PlayersFour or more, in an even number: teams of two, partners sitting opposite each other.
CardsOne standard 52-card deck. With more than eight players, use two.
HandFour cards each, with four more face up in the middle.
TurnsNone. Everyone swaps cards with the middle at the same time.
GoalCollect four of a kind and signal your partner to call “Kemps!”.
PenaltyThe team that loses a hand takes a letter of K-E-M-P-S.
WinningThe first team to spell KEMPS loses the game.

Teams and Signals

Split into teams of two. Before the game, each team goes somewhere the others can’t see or hear them and agrees a secret signal that means “I have four of a kind”. It must not be spoken: a gesture, a facial expression or a way of holding your cards. You can have more than one signal, and you can make fake signals to confuse the other team, but a signal may never mean anything other than “I have four of a kind”. Agreeing extra signals, such as “I need sevens”, counts as cheating, and a team caught doing it loses the game.

Partners sit opposite each other so that every player can see everyone else. Teams may agree new signals after any hand, for example when they think the other team has worked out their old one.

How to Deal

  1. Choose a dealer, at random or by volunteering.
  2. Deal four cards to each player. Everyone looks at their cards.
  3. Deal four cards face up in a row in the middle of the table. The rest of the deck stays with the dealer.

How to Play Kemps

  1. Grab and swap. As soon as the fourth card is turned up, any player can take a card from the middle and put a card from their hand face up in its place. There are no turns, so everyone plays at once. If two players go for the same card, the first one to touch it gets it.
  2. Keep four cards. You can take more than one card from the middle, but you must put down the same number, so you always hold exactly four.
  3. Clear the middle. When nobody wants any of the four cards in the middle, the dealer sweeps them away and deals four new ones face up. Play carries on as before.
  4. Signal. When you collect four of a kind, give your signal and hope your partner sees it before anyone else does.
  5. End of the deck. If the deck runs out and nobody wants the last four cards, the hand ends with no letter for anyone. The dealer deals the next hand.

Calling “Kemps!” and “Stop Kemps!”

The hand ends the moment anyone calls.

  • “Kemps!” is called when you think your partner has four of a kind. Your partner shows their hand. If they have it, the other team takes a letter; if they don’t, your team takes the letter.
  • “Stop Kemps!” is called when you think an opponent has four of a kind, before their partner calls. The other team shows their hands. If either of them has four of a kind, their team takes the letter; if not, yours does.

Letters are written down in order: K, then E, then M, then P, then S. With more than four players, every team on the other side of a correct “Kemps!” takes a letter. The first team to spell KEMPS, which means losing five hands, loses the game.

Kemps example: a hand of 7 of spades, 7 of hearts, 7 of diamonds and king of clubs takes the 7 of clubs from the middle and puts down the king, making four sevens; then the secret signal and the partner calls Kemps
Take the 7♣, put down the K♣, and you hold four sevens.

Kemps Variations

VariationHow it differs
One card at a timeYou must put a card down before you pick up another, so nobody can grab two at once.
Countdown startThe dealer starts each row with “Ready, set, go!” or a countdown, so nobody gets a head start.
Points instead of lettersA correct call wins your team a point and a wrong call loses one. The first team to an agreed score, such as 4, wins.
Cash or KentThe same game under another name: players call “Cash!” and “Counter cash!”, and the losers spell C-A-S-H. The middle cards are dealt face down and turned over together after a countdown.
Peanut ButterCall “Peanut butter!” for your partner and “Jelly!” for an opponent. Spoken signals are allowed, and the teams play an agreed odd number of hands.
Carré-CoupéThe French version, played for chips from a pot, with extra calls for when two players hold four of a kind at once.

Good Kemps Signals and Tips

A good signal is something you can do naturally that the other team won’t notice: tapping the table, holding your cards a certain way, puckering your lips, winking or touching your ear. Avoid signals you might make by accident, such as scratching your head or rubbing your eyes,. The more subtle the signal, the better.

  • Look at your partner after every new row. Agree beforehand that you will check for the signal each time the middle is swept away.
  • Don’t give away what you’re collecting. Pick up a card you don’t need now and then.
  • Help your partner. If you can tell which rank they want, put those cards down in the middle.
  • Watch the other team. Their signal only has to be spotted once.
  • Bluff. A fake signal can tempt the other team into a wrong “Stop Kemps!”, as long as your partner knows not to call it.
Chart of Kemps odds: a four of a kind is already among the cards in play at the start 22% of the time with 4 players, 70% with 6 and 99% with 8; the median number of rows dealt to the middle before someone holds four of a kind is 4, 3 and 2
With eight players, a four of a kind is almost always already in someone’s hands or on the table.

Kemps Odds

The more players there are, the more cards are in play and the faster the hands go:

PlayersCards in play at the startFour of a kind already among themRows dealt before someone has it (median)
42022%4
62870%3
83699%2

The first two columns are exact. The last comes from 100,000 simulated hands at each table size in which every player collects the rank they hold most of. In those hands somebody completed four of a kind before the deck ran out more than 99% of the time. Your own first four cards are four of a kind only once in 20,825 deals; 32% of the time they include at least a pair, and 0.9% of the time three of a kind.

Where Kemps Comes From

David Parlett describes Kemps as a cross between the old card games Commerce and Authors, with the unusual twist of playing in partnerships. It is a modern game, played in America, France and Switzerland. One account traces it to the French game Carré-Coupé, which appeared in the early 1990s and spread quickly among young players because of its speed and bluffing. In Switzerland a similar game is called Gemsch.

More Party Card Games

For another game where everyone grabs at once, try Spoons, where the player left without a spoon loses the hand. Cheat is all about bluffing, and Snap rewards the fastest hands.

Kemps: frequently asked questions

How do you play the Kemps card game?

Play in teams of two, partners sitting opposite. Each player gets four cards and four more go face up in the middle. With no turns, everyone swaps cards with the middle at once, trying to collect four of a kind. When you have it, give your partner your secret signal so they can call Kemps. If you spot an opponent signalling, call Stop Kemps. The losing team of each hand takes a letter, and the first team to spell KEMPS loses.

What is a good Kemps signal?

Something natural and subtle that the other team will not notice, such as tapping the table, holding your cards a certain way, puckering your lips, winking or touching your ear. Avoid anything you might do by accident, and change your signal if you think it has been spotted.

What happens if two people call Kemps?

The hand ends the moment the first call is made, and only that call is checked. If two calls come at exactly the same moment, settle it however your group agreed beforehand, for example by replaying the hand.

What are the rules of Kent?

Kent is another name for Kemps, and so is Cash. The rules are the same: collect four of a kind, signal your partner, and call the name of the game before the other team stops you.

How many players do you need for Kemps?

At least four, in an even number, because everyone plays in a team of two. Six or eight players also work well, and with more than eight you can shuffle two decks together.

Can you play Kemps with three people?

Not in the standard game, which needs teams of two, so with an odd number of players someone has to sit out.

What happens if the deck runs out in Kemps?

If the deck is used up and nobody wants the last four cards in the middle, the hand ends without a winner and no team takes a letter. The next hand is dealt.

Can Kemps signals be spoken?

In the standard rules, no: signals must be gestures or expressions, never words. Some groups allow spoken code words, as in the Peanut Butter variation.

Fadi Hayek
Author & Casino Expert

After going through several successful experiences with several industry pioneers, Fadi Hayek has managed to excel in the world of content for online gaming by providing unique content for several projects that allowed him to obtain the necessary experience to launch his career. Last but not least, Fadi also holds several certificates, including but not limited to content marketing and iGaming.

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