Grand-strategic World War I games ask you to hold the whole continent in your head at once, and The Lamps Are Going Out (designed by Kirk Uhlmann and published by Compass Games) is one of the more ambitious takes on that idea. This episode walks through the opening turns of 1914.
1914 and the plans that shaped it
The playthrough opens with the historical framing the game leans on: the German Schlieffen Plan and the French Plan 17, both of which the system models rather than just references. I go through the map and its production centers, the seasonal turn structure, and the core mechanics of movement, naval blockade, and ground combat. Event cards (like First-Line Formations) add texture to each turn, and production points are the currency that fuels the whole war effort.
Blockade, the Big Push, and playing it solo
Two things stand out early. The naval side is more than set dressing; the North Sea blockade and the naval combat give the Allies a slow, grinding lever to pull. And ground combat, resolved through “The Big Push” and its dice-off, captures the costly, incremental nature of the fighting without drowning you in detail. The German forces push into Belgium while the Western Allies attempt a mandatory and genuinely awkward counter-offensive in the Rhine. Solo, it’s a lot to track at first, but the structure is logical once it clicks, and Part 1 lays the groundwork for the campaign to come.
The war unfolds across the playthrough series. Subscribe to see where it goes.




