Game Rules
Kent / KempsGive signals, understand your partner

A team game with secret signals. Collect four identical cards and give a sign to your partner.

Players4 – 8
Duration10 – 15 Min
Deck52 Cards
LevelEasy
I · Game Idea

Four of a kind –
but shh!

I

Kent (also Kemps or Camps) is a team game for 4–8 players in two-player teams. The goal is to collect four identical cards and give a secret signal to your partner.

The signal is agreed upon in advance – a pinch, a wink, or a scratch. Whoever recognizes their partner's signal calls "Kent!" and wins the round.

II · Preparation

Before the
game begins

II
1
Form teams
Two-player teams. Partners sit diagonally opposite each other.
2
Agree on signals
Each team agrees on a secret signal for "I have four identical cards".
3
Deal cards
4 cards per player. 4 cards face up in the middle.
III · Card Values
How Kent
works
III
S
Signal
Secret sign
Partner gives signal when they have four of a kind. No one except the partner should see it.
K
Kent!
Call out
Partner recognizes signal: immediately call "Kent!". Team wins the round.
C
Counter!
Counter-signal
Opponent recognizes a foreign signal: call "Counter!". Opponent loses the round.
T
Exchange
Simultaneously
All players simultaneously exchange cards from their hand for cards on the table – as many as they want.
IV · Gameplay

Round by
round

IV
1
Exchange simultaneously
All players exchange simultaneously: any number of hand cards for table cards.
2
New table cards
Place new cards in the middle when everyone has finished exchanging.
3
Give signal
Whoever has four of a kind: send a secret signal to their partner.
4
Kent or Counter
Partner calls Kent! – or opponent calls Counter! if they recognize the signal.
5
Points
Successful Kent: 1 point for the team. Successful Counter: 1 point for the calling team. The first to reach 5 (or agreed number) points wins.
V · Variants
Variants
V

Kent is known worldwide under various names.

K
Kemps
North American variant: identical rules, different name.
C
Camps
British variant with slightly different signaling rules.
3
Three Teams
With 6 players: three teams of two players.
No Counter
Simpler variant: no Counter possible – only Kent counts.
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