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How to play Kemps
Learn the rules to the playing card game Kemps quickly and concisely - This video has no distractions, just the rules. While there are many variations to Kemps, this video covers the original base rules.
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RULES:
The object of this four, six, or eight player card game is to be the first team to have a 4 of a kind. Divide up into teams of 2. Teammates sit across from each other and each team secretly comes up with a non-verbal signal that only they know, like a wink or tapping your ear. Pick a dealer who shuffles a standard 52 card deck of playing cards, then deals 4 cards to each player. The remaining deck is placed face down and becomes the stock. Players look at their own cards but keep them hidden from others.
Once everyone is ready the dealer flips over the top 4 cards of the stock to a 2 by 2 face up grid on the table. There are no turns, all play happens simultaneously. Players may swap cards, one at a time, from the middle face up grid, trying to form a 4 of a kind in their hand. If no player wants to swap cards in the middle, then the dealer discards the pile and flips over 4 new cards. Once you have a four of a kind, you signal your teammate with your per-determined signal. Your teammate then says “Kemps” and your team scores 1 point and the round ends. If your teammate says kemps and you do not have a 4 of a kind, then you lose 1 point instead.
The opposing team may say “Cut” when they believe you have a 4 of a kind. If they do before your team says “Kemps”, and you do in fact have a four of a kind, then they score 1 point and the round ends. If you don’t have a 4 of a kind, then they lose 1 point. After a score, collect all the cards the round ends and the role of dealer rotates clockwise by 1 and a new round is played. If the stock runs out of cards so you can’t draw new ones, then the round ends and no team scores. Continue playing until 1 team reaches a per-determined point total, usually 5, then they are the winner.
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