


Court 1920
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FroGames — Moments You'll Remember
One lawyer talks too much. The other smiles and places a token where it shouldn't be. The judge looks up. Too late.
WHAT IT'S ABOUT
New York 1920: three court victories decide the case
Designed by Grégory Grard, with illustrations by Luis Francisco and Weberson Santiago, Tribunal 1920 transports you to the courtroom during American Prohibition. You are a lawyer, and to close the case, you must win 3 consecutive hearings. The atmosphere is one of gangsters, smuggling, dismissed charges, and last-minute twists.
You play cards face down from your hand to place your tokens on a 3x3 grid. If you get 3 tokens in a row — horizontal, vertical, or diagonal — you win the hearing. But your opponent can bluff, place where you least expect it, and turn the tables. Each card has a value and a secret power; each move is a reading of the other. The first to three victories wins the trial.
What they say abroad
A tic-tac-toe played with face-down cards: every turn is a bluff, every line a verdict.
— FroGames
Fast, tense, lethal. Just as a duel between Prohibition lawyers should be.
— FroGames
Tribunal 1920
Your cards in court
Four elements that decide each hearing
Action cards
Each card has a value and an effect. You play face down, your opponent doesn't know what you've drawn. The bluff starts here.
Lawyer tokens
You place your tokens on the 3x3 grid. Three in a row — horizontal, vertical, diagonal — and you win the hearing.
Court grid
The grid is the courtroom. Each cell is a strategic position. Control the center, control the pace.
Hearing counter
Three hearings won and the trial is closed. Each round is a battle, three battles make the war.
Recommended sleeves 20 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 20 |
| Total cards | 20 |
In twenty minutes, one of you will have won three times. The other will already be thinking about a rematch.
Come si gioca
Video dimostrativo di gameplay.
A game in five moments
What happens at the table
Not the rules. The experience.
Cautious first placements
Draw cards, look at your hand. No one wants to play their strong card first, but someone has to make a move. The first pawn on the table is a signal, and the other player reads it. Or tries to.
The center lights up
One of you has played in the center. The other must react, block, build a parallel threat. Face-down cards accumulate, values remain secret. Who was bluffing? Who really has the strong card?
First row completed
One pawn placed, three in a row, hearing won. But two more are needed. The grid resets, and we start again. This time you know something more about your opponent. Perhaps.
The decisive round
One of the two is ahead 2-1. The other must win this hearing or it's over. Every card played counts double, every move can be the last of the trial. Bluffing now costs everything.
Final verdict
Three in a row. Hearing closed. Trial won. The winning lawyer stands up, the other is already thinking about a rematch. The table is ready, the cards shuffled. In five minutes, it starts again.
How to play
The flow of each round
Each hearing is a 3x3 grid to conquer with three pawns in a row.
At the beginning of each hearing, draw cards and form your hand. Each card has a secret value and power.
On your turn, play a card face down and place a pawn on the grid. Your opponent doesn't know which card you used.
When needed (or at the end of the turn), reveal the card and apply the effect. It can move pawns, block the opponent, change the board.
If you complete three in a row, you win the hearing and score a point. You need to win three hearings to close the trial.
Why it's different from others
Six mechanics that make a difference
Cards face down, always
You never play with an open hand. Each card has a hidden value and power, and your opponent doesn't know which one you chose. Bluffing is mandatory, not an option.
Tactical tic-tac-toe, not random
It's not a normal tic-tac-toe where you place wherever you want. Here, each placement depends on the card you play, and each move must anticipate the other's response. Tic-tac-toe is the result, not the mechanic.
Three hearings to win
One row is not enough. You must win three separate rounds, and each round resets the grid. The game is decided on consistency, not on a stroke of luck.
Variable but always quick duration
A game can last 10 minutes (a swift 3-0) or 30 (fought to the last). But it never gets boring. Each hearing is a mini-game, and if you lose, you can quickly recover.
Fitting setting
New York 1920, courtroom, gangsters, prohibition. It's not a tacked-on theme: the hearings are truly legal battles, and the cards are the arguments you throw in your opponent's face.
Portable and immediate
Deck of cards, printable grid (or even just imagined), pawns. You can play anywhere, it explains in 3 minutes, it fits in your pocket. Perfect filler for two.
How it ends
How to win and how to lose
The first lawyer to win three hearings closes the trial and wins the game.
Victory
- Complete three pawns in a row (horizontal, vertical, or diagonal) and win the current hearing
- Win three hearings before your opponent and close the trial
- Your opponent fails to block your decisive third row
Defeat
- Your opponent completes three rows before you do
- You play your face-down cards poorly and give away strategic positions
- You don't read bluffs and let the winning move pass
Tribunal 1920 is pure bluff in 20 minutes. No board needed, no hours required. You need to know how to read the other player and play the right card at the right time.
Frequently asked questions
FAQ about Tribunal 1920
Is it really just tic-tac-toe, or is there more?
It's tic-tac-toe as a winning mechanic, but the depth lies in the bluff of face-down cards and the management of three consecutive hearings. Each round is a game within a game, and you need to win three. It's not normal tic-tac-toe.
Can it be played without a board?
Yes. The 3x3 grid can be printed, drawn on a piece of paper, or even just imagined with 9 spaces on the table. It's a card game; the grid is just the stage where you place the pawns.
How long does a game really last?
It depends on how close it is. If one player dominates 3-0, even 10 minutes. If it goes 2-2 and then 3-2, it can reach 30. But each hearing is quick, and it never gets boring. It's designed for playing two or three games in a row.
Is it suitable for casual players?
Absolutely yes. The rules are explained in 5 minutes, and the first game teaches everything. The depth emerges later, when you start to read bluffs and calculate moves. Perfect as a gateway game for two players.
Is it available in Italian?
This edition is in English, published by Ghost Dog. The text on the cards is minimal and very intuitive, suitable even for those with basic English skills.
Tribunal 1920 is a 2-player card game set in Prohibition-era New York, designed by Grégory Grard and published by Ghost Dog. Each game lasts 10-30 minutes, recommended for ages 8+. The core mechanism combines bluffing, tactical placement, and deduction: you play cards face down to place pawns on a 3x3 grid, aiming to complete three rows before your opponent. The game is structured into multiple hearings, and you need to win three to close the trial. Immediate rules, depth in reading the other player, portable format. Available on FroGames.it.

Court 1920
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