Kem's is dead simple: you get four matching cards, flash a secret signal to your teammate, they yell "Kem's!" — and chaos erupts. One deck of 52 cards, 4 mates minimum, and you're off for a game that goes mental in 5 minutes. In this guide, you've got everything: what you need, the objective, step-by-step rules, scoring, house variations, and tricks to avoid getting counter-kemmed every round. Buckle up, because this moves fast.
- What you need to play Kem's
- The Kem's objective in one sentence
- Kem's rules step by step
- How scoring works (and who loses)
- Secret signals: ideas and tricks to not get caught
- House variations to spice things up
- Who's Kem's for?
- Quick reference table of end-of-round situations
- FAQ
What you need to play Kem's ?
Good news: Kem's demands almost nothing. No app, no board, no 12-page rulebook. Just this:
- One standard 52-card deck — no jokers, you don't need them.
- 4 to 6 players — the ideal setup is 4 players (2 teams of 2), but at 6 (3 teams of 2) the chaos level goes up another notch.
- A table or central space — to lay down the shared cards in the middle.
- Mates who can keep a secret — spoiler: that's usually where it falls apart.
Player positioning
Teammates sit diagonally across from each other around the table — not next to each other. Why? Because if you're sat beside your partner, the opponents see exactly what you're looking at. Diagonal seating forces everyone to cross sightlines, which makes spotting the signal way more fun (and tricky).
How many cards in play?
At 4 players, each gets 4 cards, and 4 cards are laid face-up in the centre. That's 20 cards in play out of 52 — the rest goes aside. At 6 players, you've got 6 × 4 + 4 centre cards = 28 cards. Always 4 cards in the centre, no matter how many players.
The Kem's objective in one sentence ?
The goal of Kem's is crystal clear: collect 4 matching cards (a set) in your hand, flash a secret signal to your teammate so they know, and have them shout "Kem's!" before the other team spots your signal.
That's it. But hidden in that simplicity is a devilishly addictive mechanic: non-verbal communication under pressure, eyes meeting across the table, bluffing, opponents watching your every micro-gesture. Within 30 seconds of play, you feel like you're in a low-budget spy film — and that's exactly why it's brilliant.
Real example: Tom's had his set for 20 seconds. He subtly signals Lea — scratches his nose. Lea sees it, opens her mouth to yell "Kem's!"… but Hugo, across the table, clocked the move too. He screams "Counter-Kem's!" half a second before. Tom and Lea lose the point. The table explodes. That's Kem's.
Kem's rules step by step ?
Let's walk through a game in order, nothing missed. Pay attention, because the bit that confuses most beginners is the simultaneous card exchange system — we'll cover that right after.
Step 1 — Choose your team's secret signal
Before dealing cards, each team huddles discreetly to pick a secret signal. This signal tells your partner you've got a set. A few common-sense rules:
- The signal should be natural and not too obvious (no big gestures).
- It shouldn't look like a habit you do normally (or you'll trigger false Kem's).
- The other team shouldn't hear your chat — move away or whisper.
Step 2 — The deal
One player acts as dealer. They deal 4 cards to each player, then lay 4 cards face-up in the centre of the table. The remaining cards are set aside — they're done.
Step 3 — Simultaneous exchanges (the heart of the game)
And here's where lots of groups mess up: there's no turn order. Exchanges happen totally simultaneous and free-for-all. Any player can, at any moment:
- Grab one of the 4 centre cards.
- Drop one of their hand cards in its place (face-up).
Both actions happen at the same time — you can't just take without putting back. And everyone can do it at once, which creates glorious chaos with hands crossing over the table. It's loud, it's fast, it's Kem's.
Step 4 — Signal and announce
The moment a player gets 4 matching cards in their hand, they flash their secret signal to their teammate. If the teammate sees it, they yell "Kem's!" to claim the point. Important: it's the teammate who shouts, not the one holding the set.
Step 5 — Verification
The player with the set shows their 4 cards. If it's legit, the team scores a point. If it's a mistake (signal was misread, for example), the other team scores instead. You reshuffle and go again.
How scoring works (and who loses) ?
Kem's scoring is what cranks up the pressure. Here's how it goes:
- Successful Kem's: teammate yells "Kem's!" and the set is verified → 1 point for the team.
- Double Kem's: both teammates each have a set at the same time and signal each other → 2 points at once, and it can't be countered. Rare, but legendary.
- Counter-Kem's: an opponent spots the signal and yells "Counter-Kem's!" before the teammate announces "Kem's!" → 1 point for the other team. Brutal.
- False Kem's: a teammate yells "Kem's!" when their partner doesn't have a set → the point goes to the other team. Always verify the signal before shouting.
The K-E-M-P-S variation (or K-E-M-S)
Instead of counting points, some groups play with letters: each lost round earns a letter from the word K-E-M-P-S (or K-E-M-S depending on region). First team to spell the whole word loses the game. It's the same principle as tennis scoring or HORSE in basketball — makes every round feel more dramatic.
How many rounds?
Usually you play to 5 or 7 points (or until someone spells the word). Adjust based on how much time you've got. For a quick happy hour, 3 points works. For a full night out, 7 points with variations is perfect.
Secret signals: ideas and tricks to not get caught ?️
This is the heart of Kem's. A good secret signal is the difference between a team that wins clean and a team that gets counter-kemmed every round. Here are concrete ideas and tips.
Examples of discreet signals
- Touch your ear (natural, easy to miss for opponents).
- Cross your fingers under the table.
- Hold all your cards in one hand.
- Tap the table once with one finger.
- Raise an eyebrow very slightly (hard to spot, but risky if your teammate's distracted).
- Stare at your teammate for 2 seconds — simple, but noticeable.
- Arrange your cards in a fan a certain way (all facing you vs. all facing down).
Golden rules for a good signal
- Change signals between games. If you use the same one every time, opponents will memorise it.
- Test the signal before you play. Do it in front of your teammate to check it's readable — but not in front of opponents, obviously.
- Avoid overly complex signals. Two moves in a row = too much risk of messing up under game pressure.
- Blend the signal into natural behaviour. If you touch your ear while playing normally, the opponent won't know if it's the signal or not.
The fake signal trick
Advanced move: some players throw fake signals to bait the opponent. You make the gesture without having a set — the opponent yells "Counter-Kem's!" and then has to prove you actually made the signal. If you didn't have a set, they lose the point (depending on your group's house rules). Use sparingly, or you'll get endless debates about "did you actually make the signal or not?".
Pro tip: The best signal we've seen? A player who "yawned" while covering their mouth slightly differently depending on whether they had a set or not. Nobody clocked it for 4 rounds. That's Kem's genius.
House variations to spice things up ?
Basic Kem's is already brilliant. But if you want to tweak it for your crew or the vibe of the night, here are some variations that absolutely bang.
6-player Kem's (3 teams of 2)
The 6-player format is more chaotic and even more fun. Three teams of 2, three different secret signals to manage, and a centre that empties and fills at lightning speed. Informal alliances form ("let's counter-kem the left team first"), and the game lasts a bit longer. Perfect for bigger groups.
"Sip penalty" version for nights out
For nights that want a bit more spice: each lost round = a sip of your drink. Simple, effective. And if not everyone's drinking alcohol — which is totally cool — you play exactly the same with soft drinks, juice, or sparkling water. Same principle, same pressure. (18+ only, drink responsibly.)
"Random signal" version
Before each round, a neutral player draws a signal from a pre-made list (written on slips of paper). Both teams have to use that signal — but they don't know what the other team drew. Result: everyone watches everyone, and counter-kemms rain down.
"Silent mode"
Total ban on talking during the round. Zero words, zero sounds — even "oh no!" and sighs are banned. Creates absolutely delicious tension, and the eye contact becomes even more intense. Silent laughing fits hit different.
3-player team Kem's
Less common but interesting: teams of 3 players. Two team members can have a set, and the third is the one who announces. The signal can be different depending on who has the set. Makes communication trickier and makes double Kem's way more likely.
Who's Kem's for? ?
Kem's is one of those rare games that works in basically any setting. Here's why:
- Quick to explain: 2 minutes of rules, and everyone can play. Even people who "don't like card games" jump in easily.
- Infinitely replayable: every game is different depending on the signals chosen, who you're playing, and how much everyone's bluffing.
- Perfect for happy hour or pre-drinks: one game lasts 10-20 minutes depending on format — ideal for filling time without getting lost in it.
- Not pure luck: observation, discretion, and chemistry with your teammate actually make the difference. Teams that play together develop real synergy.
- Accessible to all levels: you don't need to be a card shark. If you can count to 4 and keep a secret, you're in.
Bottom line: Kem's is the perfect game when you've got 4 mates, a deck of cards, and the urge to laugh. Nothing else needed.
And if you want to mix things up after a few rounds of Kem's, Traknard has loads of other card games for nights out — like The Dealer, The Pyramid, or the classic PMU. For groups wanting to switch gears, Truths or Dares and Never Have I Ever are perfect for keeping the night going and getting to know each other better. And if you're in competitive mode, Beer Pong or Caps in the interactions section is the perfect combo with Kem's for a complete night.
Quick reference table of end-of-round situations ?
| Situation | Standard Kem's | Double Kem's | Counter-Kem's |
|---|---|---|---|
| What triggers it | A player has a set and flashes their secret signal | Both teammates each have a set at the same time | An opponent spots the signal before "Kem's!" is announced |
| Who announces? | The teammate (not the one with the set) | Either teammate (or both at once) | The opponent who spotted the signal |
| Points for the team with the set | +1 point | +2 points | 0 points (and -1 if penalty variant) |
| Points for the other team | 0 points | 0 points (can't be countered) | +1 point |
| Can it be countered? | Yes, if opponent yells before the announcement | No — double Kem's can't be countered | N/A |
| Verification needed? | Yes — player shows their 4 cards | Yes — both players show their sets | Yes — player must show they didn't have a set (or if variant, that they made the signal) |
| Frequency in standard play | Very common — the normal scenario | Rare — legendary moment when it happens | Common if opponents are paying attention |
| Tension level | Moderate to high | Maximum — whole table goes wild | Very high — debate guaranteed |
| K-E-M-S variant: letter goes to? | The team that lost the round | The other team (gets a letter) | The team whose signal was spotted |
| Special case: false Kem's | Teammate yells without partner having a set → point to the other team | N/A | N/A |
FAQ — All your Kem's questions answered ?
What's the goal of Kem's?
Answer: The goal is to collect 4 matching cards (a set) in your hand, then flash a secret signal to your teammate so they announce "Kem's!" before the other team spots your signal. It's a game of teamwork, observation, and discretion — not pure luck. The team that communicates best without getting caught wins.
How many players do you need for Kem's?
Answer: You need at least 4 players, organised into 2 teams of 2. The 4-player format is most common and balanced. You can play with 6 (3 teams of 2) for more chaos, or even 8 (4 teams of 2) if you've got a big table. Beyond 8, it gets tricky with a single 52-card deck — you'd need to add another.
How does the secret signal work in Kem's?
Answer: Before each game, each team secretly picks a gesture to signal to their partner that they've got a set. The gesture should be natural and discreet — touching your ear, crossing your fingers, holding all your cards in one hand, etc. The opponent shouldn't see the gesture (or shouldn't recognise it as the signal). It's always the teammate who receives the signal who shouts "Kem's!", not the one with the set.
What's a Counter-Kem's?
Answer: Counter-Kem's is the ultimate plot twist. If an opponent spots the secret signal before the teammate has time to yell "Kem's!", they can shout "Counter-Kem's!" and score a point for their team. Heads up: if the counter-kem is wrong (the player didn't have a set, or the signal wasn't made), the team that shouted loses the point — depending on your group's house rules.
What's a double Kem's?
Answer: A double Kem's is when both teammates each have a set at the same time. They signal each other (with the same signal or a pre-arranged one), and one of them yells "Double Kem's!". The team scores 2 points at once — and it can't be countered. It's rare, it's spectacular, and it always triggers an epic reaction around the table.
How do card exchanges work in Kem's?
Answer: Exchanges are totally simultaneous — this is the most important rule to remember. There's no turn order. Any player can, at any moment, grab one of the 4 centre cards and drop one of their hand cards in its place (face-up). Everyone can do it at once, creating glorious chaos with hands crossing over the table. The only rule: you take and put back at the same time, you can't just grab without replacing.
Can you play Kem's with 2 players?
Answer: Technically yes, as a solo variant: each player makes their set and announces it themselves. But honestly, that kills the secret signal and non-verbal communication that makes Kem's brilliant. 2-player Kem's is like playing football without goals — it works, but it's not the same. If there's only 2 of you, we'd recommend checking out Traknard's two-player card games instead.
Kem's, Quems, Kemps — is it the same game?
Answer: Yes, 100%! These are different spellings and pronunciations of the same game, varying by region, country, or friend group. "Kemps" is often the English spelling, "Quems" or "Kem's" are more common in France. The basic rules are identical everywhere — only the names and maybe some small local variations change. If someone says they don't know Kem's but they know Kemps, it's the same game.
TL;DR ✅
For the gear:
→ One 52-card deck (no jokers), 4-6 players in teams of 2, teammates sitting diagonally across the table.
For the rules:
→ Pick a secret signal as a team, deal 4 cards per player + 4 in the centre, exchange freely and simultaneously, flash the signal when you've got a set, and let your teammate shout "Kem's!".
For scoring:
→ 1 point for a successful Kem's, 2 points for a double Kem's (can't be countered), 1 point to the other team for a counter-kem or false Kem's.
For the secret signal:
→ Discreet, natural, easy to remember — and change it between games so you don't get rumbled.
For nights out:
→ Add the "sip penalty" variant (soft drinks or alcohol, your choice — 18+, drink responsibly), silent mode, or random signals to keep things fresh every session.
The real question isn't "how do you play Kem's?". It's "how have you not played Kem's yet?" ??
Traknard is 18+ only. Alcohol variants should be enjoyed responsibly.