




1923 Cotton Club
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The venue is yours, the alcohol license is not. With Duke Ellington playing, you decide: pay the artists or bribe the gangsters. Every celebrity who enters is worth reputation points. But if the police catch the whiskey, the night ends badly.
WHAT IT'S ABOUT
A speakeasy in the heart of Prohibition
Harlem, 1923. Owney Madden, gangster and bootlegger, buys a club and names it the Cotton Club. The idea is simple: sell alcohol covertly. But jazz explodes, artists like Duke Ellington, Louis Armstrong, Cab Calloway and Ethel Waters make the Cotton Club the Mecca of jazz. Designed by Pau Carles, illustrated by Pedro Soto, 1923 Cotton Club is a worker placement management game where you balance money, art, crime, and reputation.
Manage your club for six rounds: you use three pawns to choose actions (improve the venue, hire artists, smuggle alcohol, partner with gangsters, attract celebrities). Each investment translates into reputation. Whoever accumulates the most wins. But money is tight, competition is fierce, and each round brings events that change the game.
What they say abroad
1923 Cotton Club is an agile management game that captures the feverish atmosphere of Prohibition: tough choices, unpredictable events, zero downtime. Every action is a razor-edge investment between art and crime. The tension is there, even if the theme remains in the background of the economic system.
— FroGames
"Jazz, gangsters and resource management in a tight worker placement that plays fast and scales well."
Jazz, gangsters and resource management in a tight worker placement that plays fast and scales well.
— Meeple Mountain
1923 Cotton Club
What's on the table
Four pillars of your speakeasy
Artists
Duke Ellington, Louis Armstrong, Cab Calloway cards. Each costs money, generates reputation, and combines with gangsters to attract specific celebrities. The more artists you have, the more valuable your club. But stars cost.
Gangsters
Cards with crime bosses who provide you with alcohol and protection. You associate them to unlock bootlegging and to complete artist-gangster pairs that celebrities like. Each gangster has different requirements.
Celebrities
VIP cards that will visit your club if you have the right artist and gangster combo. Each celebrity is worth immediate reputation points. They are the ultimate goal: whoever attracts the most wins.
Events
Each round an event is drawn (police raid, musical trend, critic's visit). Events change costs, give bonuses or penalties. They force you to adapt your strategy turn by turn.
Recommended sleeves 110 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 56 × 86 mm | 110 |
| Total cards | 110 |
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Six identical rounds in structure, differing in events and card availability.
An event card is drawn and immediately applied: it can increase costs, grant bonuses, or change rules for this round. The event applies to everyone.
In turn, each player places a worker on an available action space: take money, improve the club, hire artists, partner with gangsters, smuggle, attract celebrities. The first to arrive chooses, subsequent players adapt.
All placed workers resolve their actions: pay costs, take cards, collect benefits. Artist-gangster combos activate here: if you have the right pair, you can attract a celebrity and gain reputation.
Workers are retrieved, available cards are updated, and the next event is prepared. After the sixth round: final reputation count.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Setup: each club is empty
Everyone has three worker pawns, a basic club, zero money. Artists, gangsters, celebrities are shuffled. The first event is drawn. The board is full of cards, all still available. No one knows who will aim for Duke Ellington or which gangster.
First moves: blocking spaces
First turn, first worker: one takes loan money. Another immediately upgrades their venue. Another goes straight for a famous artist. Spaces fill up, options narrow. Tension starts immediately: those who arrive later must adapt.
Mid-game: combos form
Rounds 3-4. Someone already has two artists and is looking for the right gangster to attract a celebrity. Others have focused on smuggling to make money and recover. Events change prices, someone is forced to improvise. Strategies are visible on the table.
The decisive celebrity
Someone completes the artist-gangster combo and brings the first celebrity to the table. Immediate reputation points. The others accelerate: those with free workers rush to complete their combos. Those who fall behind now know they have to take risks.
Sixth round: final count
Last turn. Everyone places their last workers with precision: every reputation point counts. Artists, gangsters, celebrities, and improvements are tallied. The one who best balanced money and investments wins. The difference is often 2-3 points. Someone says: "If only I had taken that gangster instead of the loan..."
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things you need to know
The game is not generous: every action costs, and taking a loan means placing a worker just for that. Those who spend poorly in the first two turns will find themselves playing catch-up. This is not a flaw, it's the core of the game: every economic choice matters.
Celebrities (the big points) can only be attracted with specific artist-gangster pairs. You can't improvise: you have to plan. If someone snatches the artist or gangster you needed, you have to change your plan. Flexibility is a skill.
It works with two players, but competition for spaces is less intense. The game is best with three or four: more players = more pressure on actions, more blocked combos, more need to adapt. The duration remains under an hour even with four players.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win (and how to lose)
After six rounds, reputation points are tallied. The player with the most wins.
Victory
- You have more reputation points than others in the sixth round
- You attracted the highest-value celebrities by completing effective artist-gangster combos
- You balanced investments in artists, gangsters, and club improvements without wasting money
Defeat (or almost)
- You spent too early and ran out of liquidity to close decisive combos
- You focused on artists or gangsters that others blocked, without a backup plan
- You ignored events and were caught off guard by unexpected costs or penalties
1923 Cotton Club is a mid-weight worker placement game that serves as a gateway for those coming from Agricola-style games but want something leaner, and as a strategic filler for those seeking real decisions in a crisp 60 minutes.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about 1923 Cotton Club
What mechanics does 1923 Cotton Club use?
Worker placement (you place pawns to block actions), set collection (you collect artist-gangster combos to attract celebrities), resource management (you balance money and investments), events (something changes each round). The core is placement: the first to arrive chooses, subsequent players adapt.
How many rounds does a game last?
Always six rounds. There is no early end condition. Each round lasts approximately 8-10 minutes, for a total of 45-60 effective minutes. Setup is quick, as is the final count.
Are celebrities all the same or do they have different values?
They have different reputation values: some are worth 3 points, others 5 or more. High-value celebrities require more expensive or rare artist-gangster combos. Not all strategies are equally valuable: aiming for the big celebrities costs more but yields more.
Can events ruin your game?
They can complicate plans, but they don't undo work already done. An event can increase artist costs for a round, or give a bonus to those who already have a certain type of gangster. Those who adapt win. Events are predictable in the deck, so you know what risks to take.
Is it available in Italian?
Yes. The edition sold on FroGames is in Italian, published by Pick 'N' Roll Games Lab. Rulebook, cards, and components are localized.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
1923 Cotton Club is a worker placement board game for 2-4 players, lasting 45-60 minutes, recommended age 12+. Designed by Pau Carles, set in the American Prohibition era and Harlem's jazz scene. Players manage speakeasies, hire legendary artists like Duke Ellington and Louis Armstrong, ally with gangsters, and smuggle alcohol to attract celebrities and accumulate reputation. Mechanics: competitive worker placement, set collection, resource management, events. Medium weight (2.1/5), suitable for families and casual players seeking strategic decisions without excessive complexity. Italian edition by Pick 'N' Roll Games Lab. Available on FroGames.it.

1923 Cotton Club
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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