The Damanhurian Version of Risk - Coboldo Melo - E-Book

The Damanhurian Version of Risk E-Book

Coboldo Melo

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Beschreibung

Damanhur, with more than forty years of history and over a thousand members worldwide, is a social and spiritual experience with many stories to tell.
“Damanhur Con Te” is a way to collect, share and bring home pieces of the wisdom— or the foolhardiness, depending on how you look at it—that has guided us on this adventure.

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Seitenzahl: 57

Veröffentlichungsjahr: 2017

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DAMANHUR CON TE Series

THE DAMANHURIAN VERSION OF RISK

Coboldo Melo (Roberto Sparagio)

Translation: Quaglia Cocco (Juliett Chi)

First English Edition DEVODAMA srl, Vidracco (TO), Italy

ISBN 978-88-99652-15-9

COPYRIGHT 2017© MIL Associazione di Promozione Sociale

The current volume was created by the Associazione di Promozione Sociale MIL as part of the activities and functions of the statute.

All rights reserved. No part of this work can be reproduced in any form without the express written authorization of the editor, except for brief texts to be used in reviews.

Printed Maj 2017

Coboldo Melo (Roberto Sparagio), journalist, was an assistant to Falco Tarassaco for the course Nuova socialità (New Society) and How to Build a Successful Community. He is responsible for the development of the Damanhur Community

Cover: Falco Tarassaco paints the vertical game table.

The damanhurian version of Risk

A game for getting to know our true inner strength

Stage of the game on the horizontal table. Behind the players, the vertical table

A game of strategy and more

Agame can be fun, and at the same time it can help to develop the character traits of those who participate. At Damanhur, it usually happens like this, because time spent playing games is thought of and carried out with these objectives, from the Game of Life, which is an integral part the community history, to the moments that make things lively in the growth and development of the Federation.

Some visitors are surprised when they discover that a game like Risk has been a part of the growth of Damanhur, since its characteristics could be considered unsuitable for an environment dedicated to spiritual research and the peaceful encounter among peoples. It is actually a passion that was cultivated even before the foundation of Damanhur, using strategies with important differences compared to the board game known all over the world for strategically conquering an imaginary planet. This is a version created by the founder of Damanhur, Falco Tarassaco, which he maintained and developed with rigorous constancy, together with a small group of enthusiasts who still get together two or three evenings a week to play the game.

The Damanhurian version of Risk is very different from the original version, which was invented in the mid-1900s. Also, in Damanhur, the table – or rather the tables – used to play the game are complex and larger than the planet on which the game is usually played, with its classic little tanks and plastic toy soldiers.

The largest table even occupies a high vertical wall, a little over two meters high and four meters wide, while other game fields are the size of a normal house table.This variation of the game was created in the late 1970s arising from Falco’s interest in the concept of strategy and related logic. His fascination motivated him to invent infinite characterizations and devote inordinate amounts of time with devotional constancy in animated encounters.

He participated in this game until a few days before his passing in June of 2013.

Rather than cultivating dreams of war, Damanhurian Risk is used to train the minds of the players, with insistent rhythms and quick decisions made in a setting full of rules that are enforced by inflexible judges. Instead of the classic tanks and plastic toy soldiers, a simple, colored modeling clay is used by the players to make virtually anything, from cities to streets, from airports to armaments. The playing field is an imaginary planet that has the same characteristics as Earth, that is: oceans, seas, lakes, rivers, plains, forests, deserts and snowy mountains. These are large territories inhabited by very diverse peoples, and everyone is making an effort to survive due to the inevitable expansion that succeeds thanks to whether or not the relationships are good.

There is probably nothing else in the world like this, considering the characteristics of the extremely well-known board game which has been on the market for almost sixty years.

The original Risk game was created by Frenchman Albert Lamorisse who invented La Conquête du Monde (Conquest of the World) in 1957, followed by the version called “Risk.”

The word “Risiko” appeared about a decade later, in particular with the Italian brand “RisiKo!” which contains several modifications with respect to the first editions of the game. The dimensions of the game board are the classic measurements of less than fifty centimeters, reminiscent of the equally famous game Monopoly. Over time, various groups of players have invented larger sizes, which generally do not exceed the measurements of a normal table.

Whatever form the game takes, the goal is always the same: each player has a unique objective, and the player who reaches it first wins. The objective may be related to conquering territory, two or more continents, or even the elimination of a specific opponent.

Year after year, around the world, mainly the European and American editions are used, and in general, the rules are based on two models. In the first one, you use three dice in playing out large battles, while in the second one, five dice are used.

The Italian edition was released in 1968, and it proposed rules that are similar to the French version, with wooden game pieces supplied. Five years later, cards were added to the game, which the players draw at the beginning, and also the small plastic tanks.

A further variation was created in 1977 with the RisiKo! brand. Among the new features were the “Objective” cards, a map of the planet in the American version, the distribution of land determined by a roll of the dice, a different calculation for the allocation of the armies, and a plastic flag that is worth ten armies. In this version, players begin by extracting Objective cards, which indicate the secret mission to accomplish.

The player who completes their objective wins, at any moment during the game. The surprise effect is essential, so the objective must be kept secret to prevent other players from doing everything they can to block the achievement of the goal.

The game proceeds one move at a time, and the person who gets the highest number in the preliminary dice-roll usually starts. Each turn has three phases, beginning with reinforcement, then attack, and lastly strategic movement. When a player decides that his or her attack phase is complete, they stop and it is someone else’s turn.

During the initial phase of each turn, the players decide how to carry out their reinforcement, whether by adding new armies to replace those lost in combat, or by strengthening their existing armies.