ABG All Board Games
The Lamps Are Going Out: World War I box art

The Lamps Are Going Out: World War I

Players

2-4

Time

180-240

Age

12+

Weight

2.67

Rating

7.63

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 4.0

More strategic control

Table feel

The Lamps Are Going Out: World War I has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to others' strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

The Lamps Are Going Out: World War I has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

The Lamps Are Going Out: World War I has a high strategic element and minimal reliance on luck. Random elements have minimal impact on the game outcome, as players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

The Lamps Are Going Out is a fast-paced game of strategic decision making in the First World War for two to four players. There are two Alliances – Central Powers and Triple Entente – each divided into two Factions. The Central Powers player controls the Germany and Central Allies (Austria-Hungary, Turkey and Bulgaria) Factions while the Triple Entente player has the Western Allies (Great Britain, Belgium, France and Italy) and Eastern Allies/US (Russia, Serbia, Romania and United States) Factions. A game turn consists of: Event Card Phase Movement Phase (up to two units may be moved) Combat Phase (cards are played to support combat) Production Phase (players spend production points to rally armies, invest in new technology, or lend points to other players) Players must make critical decisions each turn as to how to spend their scarce resources. Production Points are required to Refit spent units, build new units, construct trenches, conduct research, etc. The combat system is very simple, but yields tremendous excitement and that “just one more attack should do it” feeling. Event cards allow for all sorts of historical situations, conditions, leaders, political events and so on. Everything that would be important in a WWI simulation is considered in this game.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Linked items

No linked items imported yet.