Leadership Inspirations Activities

Kemps

A fun, fast-paced team card game

Duration

10-20 minutes

Team Stage

Forming, Storming, Norming, Performing

Type Of Activity

Energizer, Game

Materials

Full Deck Of Playing Cards

 

SUMMARY

A fun fast paced card game involving teamwork where players try to get four of a kind. Once, obtained, they perform a secret nonverbal signal to try to get their partners to yell “Kemps!” without being caught by an opponent.

 

SET UP

  • This game is best played in small groups of an even number of people (6-10).
  • Pair people up within the small groups, give them time to come up with a secret signal. This signal must be a nonverbal gesture or movement that isn’t too obvious, but can clearly be seen. Once secret signals have been prepared, have pairs sit on opposite ends of the table.
  • You can also decide not to give the pairs time to develop their secret signal, making them do it as the game progresses.

INSTRUCTIONS

  • Have groups sit in a circle, with partners seated across from each other. All players should be facing toward the center. The cards will be dealt in the center of the circle, ideally on a table.
  • The objective of the game is to get four of a kind (same number, different suit).
  • Shuffle the deck of cards. Deal out the deck until each player has a total of four cards in their hand.
  • Deal out four more cards, face-up, in the center of the table. Ensure that all players are able to access the cards.
  • The dealer says, “3, 2, 1, Go!”
  • After “Go!”, Players can quickly grab cards from the center of the table. When you take a card from the table, you must replace it with a card from your hand. Any card exchanged from your hand is placed face-up on the table. This card will be up for grabs by the other players. You may not have more than 4 cards in your hand at a time.
  • There are no “turns” or set order in Kemps; it’s a free-for-all the entire game, so exchange cards quickly.
  • Once players don’t want any of the four cards in the center, remove the four cards from the table and deal out four more cards in the same way. This process will repeat several times.
  • Once someone successfully gets four of a kind in their hand, their goal is to secretly get their partner yell the word “Kemps!” To do this, they must silently perform the nonverbal signal that they agreed upon before the game.
  • Once someone calls “Kemps,” their partner must reveal their hand. If they are correct in calling “Kemps,” then the team wins that round and earns a point. If that person does not have four of a kind (incorrect call), then the team loses a point.
  • If someone believes a player from another team has four of a kind, they can yell “Stop Kemps!” and point to the player who they think has four of a kind. If they are correct, they earn a point. If they are wrong, they lose a point.
  • The game ends when a team gets to 5 points.

VARIATIONS

SAMPLE DEBRIEFING QUESTIONS

What?
  • What was the goal of this activity?
  • Did your group do well? What could have improved?
  • How did your group make decisions? Was it effective or ineffective?
  • How did your group manage conflict that arose?
So What?

Group Dynamics

  • What are the traits that make someone successful on this team? What are the traits that make someone unsuccessful on this team?
  • What motivates our group?
  • How does our group dynamic affect the way we get work done?
Now What?
  • What does this activity tell you about the strengths of your group? The areas for improvement?
  • What’s one commitment each person can make?
  • What are three lessons the group has learned that they can continue to work on?
  • How can we implement these lessons in our school/organization?
  • What can you do differently moving forward?