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Such a Thing?
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Such a Thing?

English language edition of E1n Solches D¿ng...

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Product Awards:  

Ages Play Time Players
10+ 30 minutes 2-10

Designer(s): Urs Hostettler

Publisher(s): Valley Games

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Product Description

Such a Thing is a game where players have to think of a thing that fits a number of given characteristics. Players in turn add cards from their hand one by one, until one player doubts there is "such a thing" that matches all the cards currently played. If the previous player can name a REASONABLE thing, the doubting player is penalized with 3 extra cards. If there isn't such a thing, the previous player is penalized 3 cards.

Characteristics such as "heavier than a boot", "is useless once used" and "breaks when left in the freezer" are just some examples of what players have to work with to create "such a thing".

First player to empty his hand wins.

Product Awards

Deutscher Spiele Preis
3rd place, 1990
Spiel des Jahres
Nominee, 1989

Product Information

  • Designer(s): Urs Hostettler

  • Publisher(s): Valley Games

  • Year: 2009

  • Players: 2 - 10

  • Time: 30 minutes

  • Ages: 10 and up

  • Weight: 593 grams


  • 214 cards
  • rules

Product Reviews


Average Rating: 1.5 in 1 review

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by Greg J. Schloesser
Party Games should be fun. Such a Thing is no such thing.
October 19, 2010

Design by: Urs Hostettler
Published by: Valley Games
2 – 10 Players, 30 minutes
Review by: Greg J. Schloesser

I've always been a big fan of party games. I've spent countless evenings with friends playing untold numbers of party-style games, most of which are designed to elicit laughter and good conversation. While I have the reputation of being a staunch "European-style" gamer, I'm still eager to play a fun party game.

Such A Thing? by designer Urs Hostettler challenges players to think of something that fits a number of different specifications and descriptions. Each player continues to add to the description until one player is challenged to "name such a thing", at which point they will be put to the test.

Players each receive nine cards. Each card will list a statement, such as "Is needed for me to indulge in my hobby" or "Hardly ever leaves the area where it was built or created." A card is revealed from the deck, and play begins. The start player plays a card to the table and thinks of something that fits the specifications of the card. In turn order, players can either add card to the set or challenge the previous player to name "such a thing." If challenged, the last player to play a card must name something that meets the specifications of all of the cards played.

If the player successfully names an item that meets all of the specifications, the challenger must draw three cards from the deck. The existing cards are discarded and a new round is conducted. If the player is unsuccessful in naming an item that meets all of the specifications, he must draw three cards, and new round begins. Play continues until one player successfully depletes his hand of cards, thereby winning the game. Thus, being forced to draw cards is an impediment to this goal.

What I have just described is "The Chain" version. The rules contain a half dozen other variations, each with their own twist. The main mechanism, however, remains the same.

Party games are supposed to be lively. Such a Thing? is no such thing. It is much more contemplative, as players study their cards and the cards that have been played to the table, attempting to think of an item that will meet the specifications. This can take time – a lot of time – and it is time where nothing else happens and no one else is involved. The result is constant periods of dullness. Dull and party are not a good match.

Another problem is that when a player names an item he feels meets all of the specifications, there is little excitement or incredulity. There is no "Wow!" factor. The game simply continues. Often, there is dissent amongst the players as to whether the item actually does meet the specifications, which requires some discussion and a vote. Again, however, this fails to generate any excitement.

There is a version in the rules known as "Speed" that does somewhat eliminate this downtime. Three cards are revealed, and the first player to successfully name an item that satisfies all of the specifications receives a point. Play continues until one player accumulates seven points. This version is certainly more fast- paced, but it is also frustrating for the folks who aren't as quick-thinking.

My biggest complaint against the game is that it simply isn't fun. There is no excitement, no laughter, and very little interaction. It fails as a party game at its very foundation. Party games are supposed to be fun. Such a Thing? is no such thing.

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