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10 to 40 minutes

Kemps

4 players.

Description:

This creative game is similar to spoons but with a twist.

Instructions:

Setup: Players will divide into two teams of two. Each team will separate and agree on a signal. This signal will be used to communicate to their teammate that they have four of a kind (four of a kind. Eg. Four Kinds). Players will reconvene at a table, and sit diagonally across from their partner. One player will deal four cards to each player. The dealer will then put four cards in the middle of the table.

Playing the game: Players may trade with the four cards in the center of the table as they please. Once all players agree they are done with the four cards in the middle, those four cards are discarded and put to the side. Four new cards are put into the center from the top of the deck. The game ends when someone calls Kemps, Counter Kemps, or Double Kemp.

Scoring:
- When a player believes their partner has four of a kind (usually as indicated by their secret signal) they may call Kemps. If the player calling Kemps was correct that their partner had four of a kind, that partner pair earns one point. If they’re incorrect the opposite team earns one point.
- When a player believes a player on the opposing team has four of a kind, they may call counter kemps. If they’re correct they get one point. If they’re incorrect the other team receives one point.
- If a player believes that both their partner and a player on the opposing team has four of a kind they may call double kemps. If they’re correct they gain two points, if they’re incorrect the opposing team gains one point.

Kemps is normally played until one team has 3 points. Teams do not get to switch signals in between rounds.

Submitted by:

Fuego Games

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