Kemps

    How to Play Kemps

    Kemps is a four-of-a-kind signal game for an even count 4, 6, 8, or 10. 4 is typical first night (two pairs). Partners in pairs. Sit where you can see your partner. You collect four of a kind, give a silent signal, and your partner yells Kemps. Three is not this game. Five is not this game. Nobody plays cutthroat tonight.

    This page is kitchen-table Kemps. Also called Kent or Cash at some tables — CardPractice house name is Kemps. Short enough to deal tonight. This is not President. President is a shedding climb with named seats — how to play President. This is not Palace. Palace is three down, three up, rest in hand — how to play Palace. This is not Cheat. Cheat is claim the next rank face-down — how to play Cheat. This is not Nertz. Nertz is a real-time race onto shared aces — how to play Nertz. This is not Speed. Speed is a 2-player race onto two piles — how to play Speed. Four people is a tonight pick. Chip 5 is 6, 8, or 10 — tonight with 5+. Three is not this game. Five is not this game.

    What you need

    Sit, pick a dealer, agree on the house

    Sit in pairs where you can see your partner — not always across; see the signal. Cut for the first deal, or point at someone. After each hand, the deal moves clockwise.

    Say these out loud before the first card:

    1. Even count. Pairs. One silent signal. Four is typical (two pairs). Chip 5 is 6, 8, or 10. Three is not this game. Five is not this game. Pick one signal and keep it all night.
    2. Deal 4 each. Turn 4 face-up in the window. Remaining cards face-down as the stock. One 52. No jokers. No second pack.
    3. Play at once. Anyone may swap one card from their hand with one card in the window, at any time. No turns. No one-card-per-person around the table. When nobody wants the window (or it has sat), the dealer sweeps those 4 aside face-down and turns 4 new from the stock.
    4. Four of a kind: signal. Partner yells Kemps. Do not say Kemps yourself. If they yell Kemps and you do not have four of a kind, that pair loses the hand — deal again. An opponent who sees the signal may yell Stop first. Not President. Not Nertz. Not Speed.

    Deal 4. Turn a window of 4.

    Shuffle the 52. Deal clockwise until each player has 4. Turn 4 cards face-up in the middle — that is the window. Remaining cards sit face-down as the stock.

    Kemps deal for a first game night
    PeoplePairsEach / window / leftover
    4 — typical first night2 pairs4 each, 4 in the window, 32 in the stock
    6 — chip 5+3 pairs4 each, 4 in the window, 24 in the stock
    8 — chip 5+4 pairs4 each, 4 in the window, 16 in the stock
    10 — chip 5+5 pairs4 each, 4 in the window, 8 in the stock
    3Not this gameNeed pairs. Odd counts sit out.
    5Not this gameNeed pairs. Chip 5 is 6/8/10, not five people.

    Four people: 4 × 4 = 16 in hands, 4 in the window, 32 in the stock. 16 + 4 + 32 = 52. If someone has 3 or 5, you misdealt. Throw it in and deal again.

    Play at once — not clockwise

    Anyone may swap one card from their hand with one card in the window, at any time. You do not wait for a turn. You do not play one card per person around the table. Hands off other people's cards. Swap with the window, not with a neighbor.

    When nobody wants the window — or it has sat — the dealer sweeps those 4 aside face-down and turns 4 new from the stock. If the stock runs out, shuffle the swept cards and keep going.

    Kemps specials for a first game night
    WhatHouse tonight
    Hand4 cards. Always 4. Swap one for one with the window.
    Window4 face-up in the middle. Anyone may take one and leave one.
    PlayAt once. No turns. No clockwise one-card-per-person.
    SweepWhen nobody wants the window, sweep 4 aside face-down, turn 4 new.
    GoalFour of a kind in your hand. Same rank, any suits.
    SignalOne silent signal, agreed out loud. Partner yells Kemps. You do not.
    StopOpponent who sees the signal may yell Stop first.
    WinPair that correctly calls Kemps (or Stop) wins the hand.

    You are collecting four of a kind. You are not climbing ranks. That is not President. You are not claiming a rank face-down. That is not Cheat. You are not racing onto shared aces. That is not Nertz.

    Four of a kind: signal, then Kemps

    When you hold four of the same rank, give your partner the silent signal. Do not say “Kemps” yourself. Your partner yells Kemps.

    That pair wins the hand if you actually have four of a kind. Show the four. If they yell Kemps and you do not have four of a kind, that pair loses the hand. Deal again. (Some tables keep the other pairs in this hand. Tonight freeze: that pair loses, deal again.)

    Do not change the signal mid-night. Do not add a second signal. One silent motion, agreed out loud, used all night.

    Stop / counter

    If an opponent sees your signal and yells Stop before your partner yells Kemps, and you do have four of a kind, the Stop pair wins that hand.

    If they yell Stop and you do not have four of a kind, the Stop call is wrong — they lose the hand. Deal again.

    Say this out loud before the first card.

    Win the hand. Optional rematch to 5.

    The pair that correctly calls Kemps (or Stop) wins the hand. Optional rematch: first pair to 5 hands. Prefer pennies or hash marks tonight if you keep score.

    You do not shed a climb to named seats. That is President. You do not play three down and three up. That is Palace. You do not race a 13-card pile onto shared aces. That is Nertz. You do not dump onto two center piles. That is Speed.

    Walk through one first-night hand

    Four people, two pairs. You collect four 7s. You tap the table (the signal). Your partner yells Kemps. You show four 7s. Your pair wins.

    If East had yelled Stop first, East's pair would have won instead.

    Night-one habits

    You know enough to deal. Keep this page beside the table. Four people is a tonight pick. Six, eight, or ten is a tonight 5+ pick. There is no Kemps trainer on CardPractice — this how-to is the product. If you wanted a shedding climb with named seats, that is President. If you wanted a real-time race onto shared aces, that is Nertz. If you wanted a 2-player dump race, that is Speed. Three people: not this game.

    Frequently asked questions

    Is Kemps the same as Kent?

    Kent is the other table name for this same four-of-a-kind + silent-signal game. CardPractice house name is Kemps. Not a second catalog game.

    Is Kemps the same as Cash?

    Cash is the other table name some tables use for this same game: four of a kind, one silent signal, partner yells the house word. CardPractice house name is Kemps. Not a second catalog game.

    Can three people play Kemps?

    No. Three is not this game. Kemps needs pairs. Odd counts sit out. Do not invent cutthroat Kemps. Three people should pick another tonight game — not this page. Kemps is not on chip 2 or 3, and it is not on the 3-player hub.

    Can five people play Kemps?

    No. Five is not this game. Odd counts need pairs they do not have. Chip 5 on Tonight is the 5+ heading — use it for 6, 8, or 10. Four is typical first night (two pairs).

    Can two people play Kemps?

    No. Two is not this game. You need at least two pairs so someone can yell Stop. Two people should pick cribbage or gin from tonight.

    Is Kemps the same as President, Palace, or Cheat?

    No. President is a shedding climb with named seats. Palace is three down, three up, rest in hand. Cheat is claim the next rank face-down. Kemps is four of a kind in a 4-card hand, a silent signal, and a yell. Not a climb. Not a lie.

    Is Kemps the same as Nertz or Speed?

    No. Nertz is a real-time race onto shared aces, one 52 each. Speed is a 2-player race onto two center piles. Kemps is one shared 52, a 4-card window, and a secret signal for four of a kind. Play is simultaneous, but you are collecting a set, not racing a pile.

    What is Stop?

    If an opponent sees your signal and yells Stop before your partner yells Kemps, and you do have four of a kind, the Stop pair wins that hand. If they yell Stop and you do not have four of a kind, the Stop call is wrong — they lose the hand. Say this out loud before the first card.

    Does CardPractice have a Kemps trainer?

    No. This page is the kitchen-table how-to. Open Tonight, pick four (typical first night) or 5+ (6, 8, or 10), and deal. There is no Practice button.

    Deal it tonight.

    No Kemps trainer on this site. Print this page, sit in pairs, agree one silent signal, deal 4 each and 4 face-up in the window, swap at once for four of a kind, and let your partner yell Kemps. Three is not this game. Five is not this game. Chip 5 is 6, 8, or 10. President is a shedding climb — not this game. Nertz is a race onto shared aces — not this game.