Kemps The object of Kemps is to get four of a kind (i.e., four cards of the same rank), and then to covertly signal this your partner. The partner must yell "Kemps!" to score. Prior to the game, partners confer to pick the secret signal that will indicate to each other that they have four of a kind. There are many kinds of signals, such as tapping, gesturing, holding your cards a certain way, etc. However, signals that are below the table are illegal. Partners sit diagonal each other, with the playing surface in the middle, so that opponents have a chance to see the signal. (Or not.) Each player is dealt four cards to begin the game. Four cards are turned face up on the central playing surface. All players may swap one of their cards for one of the central cards at any time. If it appears that no further swaps are desired, a player will verify this and say "flush" to clear the central four cards, and then turn up four new central cards. Cards that have been cleared may not be retrieved, so their ranks cannot be collected in full to complete the game objective. If a player calls "Kemps!" their partner must have four of a kind. If yes, they gain a point, if not, the team loses a point. However, if a player believes that an opponent has four of a kind, but before "Kemps!" is called by their partner, they may cut by saying "cut”. When you cut, the opponent you think has four of a kind must show their cards. If they have it, you get a point, if not, you lose a point.