Such a thing

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Such a thing
Logo of "Such a thing"
Logo of "Such a thing"
Game data
author Urs Hostettler
graphic Res Brandenberger
publishing company Fata Morgana (1989),
FX Schmid (1990),
Abacus (1998, 2004),
Valley Games
Publishing year 1989
Art Card game
Teammates 2 to 7
Duration approx. 30 min +
Age from 10 years on


Game of the Year 1989: Selection list
Der Goldene Pöppel 1989: 3rd place
German Games Prize / Gold. Pöppel 1990: 3rd place

One such thing (spelling on the cover: E1N SOLCHES D¿NG… ) is a communicative card game published in 1989 by the Swiss game inventor Urs Hostettler . It was included in the shortlist for the game of the year 1989 and one year later it took third place in the German Game Award . The game was published in German in 1989 by Fata Morgana , 1990 by FX Schmid and 1998 by Abacus . The English version is distributed by Valley Games .

In 1998 Abacus released the extension Noch Such Ding .

Game flow


The game consists of playing cards that contain an attribute or a criterion of an object. For example, it says on a playing card “it is usually patched up again if it breaks” or “appears in a saying or advertising slogan I know”. The idea of ​​the game is to look for an object (thing) that fulfills all attributes. The object can be a general (e.g. "book") or a special one (e.g. "a dilapidated book by Franz Kafka"). But it must never be an impossible or unlikely object, e.g. B. a "banana with ears". Valid exceptions are concrete, real objects, such as B. Meret Oppenheim's fur cup .

The game play is similar to the game Anno Domini . The other players put cards in a row in the middle of the table. The player whose turn it is has the option of adding the cards he has played or instructing the previous player to specify an object that meets all the criteria of the cards. If the questioned player can name an object, the questioning player must pick up three cards from the card reservoir. If the player cannot name a plausible object, he must pick up three cards. With each additional card placed, the task of finding an object becomes more difficult. If a player can no longer think of an object, there is a conflict for him, namely to consider whether the previous player could name an object and whether the following player will ask about the object. In such a situation, a strategy can be to place cards with attributes that limit the number of possible objects as little as possible.

Web links

Individual evidence

  1. Another such thing in the Luding games database
  2. Another such thing at