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Estrée Cauchy (Pas de Calais)
2 CITADEL miniatures Goblins C12 - (1985) I am not a professional but I am serious and experienced. You will quickly receive your figure once ordered. ❤ Lot de 2 figurines métal Gobelins CITADEL C12 (1985) Toutes les annonces proviennent de ma propre collection. Envoi rapide sous emballage soigné.
22 €
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France (Toutes les villes)
Consulter nos évaluations Ajouter cette boutique à mes favoris Field Commander Napoleon 94,49 € Disponibilité: en stock descriptif éditeur: Field Commander Napoleon is our biggest game to date, as befits the Empire, the Emperor, and his Grande Armée! The game is so massive it requires a 4" high box! Wan Chiu created the artwork for this mega game. He got off to a fantastic start with a classic box cover design. The game design focuses on the battlefield tactics and Napoleon’s powerful personality. Through political and military cunning, Napoleon swept France to super-power status. In previous Field Commander games, supply was a primary concern. As the Emperor himself said, “An army travels on its stomach.” In this game, Napoleon’s achievements and public adulation drive all facets of game play. Be successful, gain the support of your troops and your countrymen, and you can achieve anything! The game spans all of Napoleon’s campaigns from Italy in 1796 to Waterloo in 1815. Success depends on the vital balance between strategic and tactical focus. You must move your forces across the maps to achieve your strategic goals, but you must also out-think your opponents on the battlefield. You can play each campaign as a stand-alone game, or as part of a linked series of games. The 11 Campaigns include: First Coalition 1796 Egypt 1798 Second Coalition 1800 Third Coalition 1805 Fourth Coalition 1806 Spain 1807 Fifth Coalition 1809 Russia 1812 Confederation of the Rhine 1813 France Invaded 1814 100 Days 1815 Each campaign has its own unique set of force counters that accurately detail the divisions and corps that participated in the campaign. The force counters are a rectangular 0.625” by 1.25”. This allows the use of Line and Column Formation tactics in battle! Each Force has a troop quality: Elite, Veteran, Line, Poor Line, or Conscript. You command the French forces in your bid for world domination! You command your forces forward across the continents! You command your forces across the battlefields of Europe, Asia, and Africa! When you return, covered in glory and riches, it is you the citizens of France will be cheering! Component List: 7 Large Full Color Wibalin-Wrapped Mounted Map Boards (11” x 17”) 6 Full Color Counter sheets 1 Full Color Battle Map Board (8.5” x 11”) 1 Full Color Player Log Sheet Rulebook ***DVG Pre-Order Special*** Get a deluxe mounted Battle Map Board fit for an Emperor! If you pre-order Napoleon through the DVG web site, you will also receive a deluxe mounted version of the Battle Map board (in addition to the standard Battle Map). The mounted Battle Map Boards will not be available later. Replayability: The flexible game system, optional historic rules for each campaign, and the Lifetime Immortality system maximize replayability. Target Audience: This game is perfect for fans of Napoleon and solitaire games in general. The complexity level is ideal for both beginners and experienced gamers.  
94,48 €
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Estrée Cauchy (Pas de Calais)
CITADEL miniatures: 3 Thieves (1985) l am not a professional but you can trust me. I am serious and experienced. You will quickly receive your figures once ordered. ❤ Figurines CITADEL: lot de 3 VOLEURS (1985). Envoi rapide sous emballage soigné. Pour toute demande particulière en matière de figurines de cette époque, me contacter.
19 €
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Estrée Cauchy (Pas de Calais)
&##127468;&##127463; I am a serious and experienced french collector. You will quickly receive your figure once ordered. I am particularly careful about packaging.                              &##127464;&##127477;  Envoi rapide sous emballage soigné.
12 €
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Estrée Cauchy (Pas de Calais)
&##127468;&##127463; l am a serious and experienced french collector. You will quickly receive your figure once ordered. I am particularly careful about packaging. &##127464;&##127477; Envoi rapide sous emballage soigné.
6,80 €
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Estrée Cauchy (Pas de Calais)
&##127468;&##127463; I am a serious and experienced french collector.You will quickly receive your figure once ordered. I am particularly careful about packaging. ⚠️ The metal base of the figure on foot is cut. &##127464;&##127477; Envoi dans les 48h sous emballage soigné. ⚠️ La base d'insertion métallique de la figurine au socle plastique est coupée.
22 €
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Estrée Cauchy (Pas de Calais)
I am a serious and experienced french collector. You will quickly receive your figures once ordered. I am particularly careful about packaging.
8,80 €
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Estrée Cauchy (Pas de Calais)
&##127758; l am a serious and experienced french collector. You will quickly receive your figure once ordered. I am particularly careful about packaging.
9 €
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Arengosse (Landes)
Activity known: Dream visitation, telepathic communication, Excellent pendulum / dowsing rod communication, Older female voice (audio) picked up on the digital recorder (Evp), Very clear responses through the PSB7 spirit box, high EMF activity readings in response to questions Manifestations (orbs/ partial human form apparitions), yes/no responses from pendulum/ dowsing rods. Clear manifestations experienced through mirror divination and crystal gazing. She works extremely well with the pendulum and digital voice recorder these were our most successful method of communication, we obtained very clear responses. She also works very well with the EMF meter we mainly use the K2. However, she makes herself known without the use of equipment, her energy is very strong. Lily's age is 42 She practiced very powerful magick. She was a high priestess of a small coven and practiced green magick and grey. She describes herself as an eclectic witch. She resided deep in the woodlands in a small cottage She believed in balance but at the same time used her magick for good purposes and followed the rule "Harm ye none". She has a deep appreciation of all things natural and earthbound and worked with plants, herbs, crystals and nature's elements. She practiced magick for healing, divination, protection, contacting the spirit realm and for medicinal, increasing intuitive abilities and for positive purposes to help others. She was completely selfless. She can assist her new keeper in their magical works and has the powers to bring her keeper positivity, luck, protection against negative energy, increased spiritual awareness etc. Her keeper must treat her with respect and must also respect nature. If she reaches out to you, it is meant to be. She will choose her new keeper. She is a very peaceful spirit who lived a harmonious way of life. She passed on from pneumonia and has been attached to other vessels before this but she has chosen this vessel because it represents how she appeared in physical corporeal form. She has beautiful, long, dark blonde hair, green eyes and a pale complexion and is far prettier than her chosen vessel/doll. She has the energy to manifest as a full bodied apparition and she is breathtakingly beautiful, she has a very elegant appearance. She likes to be present during rituals and will increase the energy and assist during spell craft. She was a very powerful woman who was experienced in magick and had the gift to communicate with spirits from all her life. She has chosen to remain this side of life to assist other practitioners of magic and bring wisdom, knowledge and positivity into her new keeper's life. She does not wish to cross over yet. She has been a true joy to have around and we feel now that she is ready to move on to another keeper so that they can experience her wonderful energy and love she has to offer. She is perfect for those who are pagan/ Wiccan, practitioners of magick or those who are experienced in spirituality and the paranormal. Her presence is strongly felt particularly around her vessel which she doesn't stray far from though she is known to wander around other parts of the house and will visit you regularly through dreams and visions
250 €
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France (Toutes les villes)
AI for Game Developers: Creating Intelligent Behavior in Games (English Edition)Format Kindle (Catégorie: Ebooks Kindle) Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games.Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include:Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneouslyBasic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithmAI scriptingRule-based AI: learn about variants other than fuzzy logic and finite state machinesBasic probabilityBayesian techniquesUnlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you. Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games.Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include:Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneouslyBasic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithmAI scriptingRule-based AI: learn about variants other than fuzzy logic and finite state machinesBasic probabilityBayesian techniquesUnlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you. Livraison depuis la France Tous les produits sont expédiés de France et arrivent rapidement.. Paiement Vous pouvez choisir: PayPal ou virement bancaire Livraison et retours gratuits L'expédition en France est GRATUITE. Un retour possible pour eux absolument gratuit. Acheter sans risque Vous avez la possibilité de retourner 30 jours sans donner de raison. Nous paierons les frais de retour! Expédition ultra rapide Nous expédions immédiatement le jour du paiement. En règle générale, le colis sera livré en France métropolitaine en 2-3 jours. Si cela devait prendre plus de temps, nous vous contacterons. Qualité et tarifs - Fabriqué en Europe, Catégorie: Ebooks Kindle - Pas de frais de douane ou autres frais - Garantie de satisfaction totale - Facture avec TVA indiquée. sur demande au format.pdf Évaluations Vos évaluations sont très importantes pour nous. Vous recevrez également une évaluation positive de notre part après le paiement.
33 €
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France (Toutes les villes)
Consulter nos évaluations Ajouter cette boutique à mes favoris World at War 20 - Grossdeutschland 44,10 € Disponibilité: en stock The Famous Divisions series, featuring Gross Deutschland Panzer (GDP) in this installment, is the first in a new evolution in design that brings tactical elements to an otherwise operational simulation. Recreating four battles of the GDP from the eastern front in 1943 and 1944, this first game of the series includes: Lutchessa Valley, Kursk, Akhtyrka and Mischurin Rog (each played on its own detailed and historically accurate map). It was designed by John Schettler and has been thoroughly developed by Eric Harvey and Ty Bomba. The Famous Divisions Series offers a new concept: play is governed by the drawing of "Event Chits" during combat. Combat is not simply resolved by comparing the attack strengths and defense strengths of units as effected by terrain; rather, it's modified by random chit draws of over 140 possible "events" that introduce the elements of chaos and unpredictability to combat resolution. Event Chits can be nullified by other Event Chits; so players never know how an attack may be resolved based solely on odds ratios and terrain. The number of chits a given side may hold and draw also serves as an easy measure of its elite (or non-elite) status. Each hex represents approximately 500 meters from side to opposite side. Each game turn represents approximately six hours; however, the game turns aren't divided into separate friendly and enemy player turns. Rather, each is made up of numerous individual HQ activations. All HQ activation chits are placed in a cup, and each is drawn one at a time to initiate the activation (movement and combat) of a particular headquarters and its associated companies. When that HQ’s activation is finished, a new HQ is drawn from the cup, and then its activation begins. Famous Divisions: Gross Deutschland Panzer is a special edition game that includes two counter sheets (560 counters) and four maps (on two 34x22" sheets) of the various battlefields where the division fought. Combat units are individual companies featuring distinct vehicles and weapons, which are shown as icons along with the numeric representations of the capabilities of the vehicle or weapon portrayed. Play is therefore tactical in many respects: units have individual range values, different movement capabilities depending on type (wheeled, tracked or leg), and rules cover such things as demolishing bridges, pontoon bridges, weather, overrun, supply, infantry riding tanks, direct and ranged fire, artillery barrages, opportunity fire, night, fortifications (bunkers, trenches, mines, dragon’s teeth), engineers, armor recovery vehicles, airpower and anti-aircraft artillery.    While not a purpose-designed solitaire system, the chit mechanisms make the series easily adaptable to such play, since the player won't know what chits may be drawn that could alter combat, or in what order the HQ activations will take place. Some examples of the 140 Event Chits are: Sniper, Good Commander, Ambush, Experienced NCO, Caught in Crossfire, Fanatic, Radio Out, Critical Hit, Frontal Assault, Elite Troops, Outflanked, Hand-to-Hand Combat, and Friendly Fire.  
44,09 €
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France (Toutes les villes)
Wargame en anglais simple à jouer jeux à blocs en bois permettant de simuler le brouillard de guerre Moscow '41 is the first chapter of the Barbarossa Trilogy (the other two are  Leningrad '41  and  Kiev '41). MOSCOW '41  is a light/medium wargame covering the German Army Group Centre offensive aimed to seize Moscow, after having successfully defeated several Soviet armies in the great encirclement battles at the frontier and established two bridgeheads on the Dnieper. Although based on a historical event, the two players can modify the course of the operations, with the Germans trying to achieve a decisive victory before the winter comes, and the Soviets playing a fighting withdrawal, until ready to strike a decisive blow at the invaders. The game is recommended for two players, but has excellent solitaire suitability. Historical Introduction "At the beginning of each campaign, one pushes a door into a dark, unseen room. One can never know what is hiding inside." - Adolf Hitler, June '41 In December of 1940, Hitler made the decision to invade Russia and set the date for the middle of 1941. He had good reason to be confident that Russia would collapse under an uncompromising assault. Since the outbreak of hostilities, the German Wehrmacht had accomplished a stunning and unparalleled series of victories: Poland had fallen in one month, Denmark in one day; France, till then regarded as the strongest power in Europe, had capitulated in under six weeks, Holland in under six days; Belgium, Norway, Yugoslavia and Greece took less than three weeks each. The German military might was at its peak and the word Blitzkrieg had entered the language. Russia, on the other hand had taken over three months to bring Finland to heel, despite overwhelming strength of numbers. The Russian army had not yet recovered from Stalin's purges of 1937-1938 where 400 generals were “removed” including three field marshals and 13 Army commanders. It was well that Hitler could say, “Before three months have passed, we shall witness a collapse in Russia, the like of which has never been seen in history. We have only to kick in the front door and the whole rotten Russian edifice will come tumbling down.” On the 22nd of June, 1941, Operation Barbarossa - the invasion of Russia, began. Three million Axis troops in three Army Groups attacked on a front that stretched from the Baltic to the Black Sea: Army Group North under Field Marshal von Leeb was tasked with taking Leningrad; Army Group South under Field Marshal von Rundstedt was to capture Kiev and seize the Caucasus; Field Marshal von Bock's Army Group Centre, the one that concerns us, had Moscow as an objective, with Timoshenko undertaking the task of defending the capital. Initially, the operation succeeded beyond Hitler's wildest dreams. Within a day, the Russian Air Force was destroyed on the ground, then vast inroads were made on all fronts accompanied by large scale surrenders of encircled Russian troops. Army Group Centre with its four armies consisting of a total of 48 Divisions, of which nine were armoured, and backed by the Second Air Fleet, had reached the outskirts of Smolensk by the 15th July. This was two-thirds of the way to Moscow and it seemed that nothing could stop von Bock from blowing up the Kremlin within another three or four weeks... or could something stand in his way? Four things could now cause problems to von Bock: firstly, his supply line is stretched and had almost reached breaking point; secondly, Russian resistance is stiffening; thirdly, his infantry divisions are having difficulty keeping up with the Panzers and finally, a new Russian ally is about to enter the field: General Winter. Additional concerns may come in November, with three-quarters of a million experienced Siberian veterans freed by garrisoning Soviet Far East, thanks to Stalin's spies in Tokyo revealing Japanese intentions to attack America, and not Russia. As the German Commander, you must push on to Moscow before it is too late. As the Russian Commander you must re-evoke the Patriotic War and stop the invaders at any cost.
39 €
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France (Toutes les villes)
Consulter nos évaluations Ajouter cette boutique à mes favoris World at War 10 31,50 € Disponibilité: en stock Coral Sea Solitaire (CSS) is a purpose-designed one-player wargame covering the aero-naval battle that took place between the US and Imperial Japanese Navies in May 1942. It was the first of the Pacific War CSS is based on the game system used in World at War number three Solomons Campaign; however, there are significant differences owing to the smaller scale of this operation and the systemic necessitates inherent in a solitaire design. The player controls various US and Allied forces; the game system controls Japanese forces. The player may utilize his forces as he pleases within the structures of the rules, while Japanese forces are moved and fought by the Historically, US strategic intelligence was good in terms of identifying Japanese forces and their intentions. Consequently, the player will have a certain edge over the IJN insofar as he will have a general knowledge of the location and objectives of major IJN task groups. That The game map shows the Coral Sea and adjoining waters, islands and bases as they were in 1942. Each hexagon on the map represents 75 miles from side to opposite side. Each game turn represents 12 hours. Each aircraft strength point represents from six to 24 aircraft, depending on type and pilot quality. Naval units represent one ship for carriers, battleships and heavy cruisers, and two or three ships for other units. The rules contain a little more than 11,000 words. That works out to mean an experienced player can finish a game in about three to four hours. Rules cover such things as: leadership, random events, reinforcements, task force organization, carrier operations, surface combat, shore bombardment, transporting ground units, amphibious landings, air bases, anti-aircraft fire, fatigue, night operations, fog of war, scouting, alternative deployments, and panic.  
31,5 €
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France (Toutes les villes)
The Ludopole, games and toys' center is able to welcome every type of person: handicapped, blind, or invalid person for example. Every professional is trained to welcome this kind of public. In order to give you some keys, here are some examples of games adapted to a particular public. As far as one of the research axis of our research center FM2J is Games and Handicaps, we have chosen to write an article on the Bus and figurines’ Set by Mattel – Fischer-Price (USA- réf. J0894). It is an adaptable, easy to use and resistant toy from our selection. Ludopole Toy’s description: 1 yellow plastic scholar bus, 31*14*15cm, with 2 opening doors, 1 mobile/movable stop 2 figurines, height 6 cm 1 driver, h. 6cm with a head that sets off different lights, sounds and horns 1 plastic wheelchair on which you can fasten a figurine Works with 3 LR6 batteries, not provided Game principle: Make the characters live as they were going to school by bus: make them get on and get off the bus, on foot or with a wheelchair. Take the driver’s role and make the bus move forward. Professionals’ Analysis: We have to highlight that this is a symbolic game, a staging game. By playing with this scholar bus, the kid can imitate scenes related to his/her (future) schoolchild life. He/She identifies with the driver or with the schoolchildren in reproducing their words and gestures. The bus and the three characters can be handled easily. Its size and sound allow the player to dream up his/her own stories. You can play on your own or with a partner. The fact that the kid plays with a plastic wheelchair allows him/her to express his/her feelings and emotions linked to handicap, experienced or invented. It can be interesting to recommend this toy to a family confronted to handicap difficulties daily. “Handilud, Jeu et Handicaps”, FM2J Editions Contact: capucine.cattaneo@ludopole.com http://www.ludopole.blogspot.fr https://www.facebook.com/ludopole.confluence http://www.youtube.com/watch?v=oA4JlQsfzeE
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France (Toutes les villes)
Consulter nos évaluations Ajouter cette boutique à mes favoris Fighting Formations Grossdeutschland Infantry Division 40,95 € Disponibilité: en stock Fighting Formations is intended to be an ongoing series of wargames covering WWII tactical combined-arms combat at the platoon and squad levels. Each game in the series will feature a distinct combat unit, highlighting battles in which that unit participated as well as its particular order of battle and fighting characteristics. The first title in the series is "Grossdeutschland Infantry Division" (FF:GD). Future titles aren't yet set in stone but could be devoted to other famous divisions (Big Red One), Corps (Afrika Korps), regiments (442nd RCT), Commando troops, Ranger battalions, etc. GAME FLOW: In each scenario, one player will take command of elements of the featured unit while the other assumes control of the opposing forces. These two players will alternate giving orders, activating their units on the map for various military functions. Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s units and to achieve as many scenario objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific victory conditions—be it the destruction of enemy units, the taking of vital mapboard objectives, or the exiting of friendly units off the opponent’s map edge. ORDERS & INITIATIVE: Each game turn is divided into ten orders, with each player performing a variable number of these orders. In each turn, the sequence of play is fluid – with orders being given by the active player and reactions being taken by both players – depending upon the relative initiative level at any given moment. Fighting Formations is also not the typical Igo-Yougo fare with a strict sequence of play. Instead, the base game engine is an impulse-type back and forth mechanic whereby the various Orders carry with them a certain cost in Initiative. The game has a “pool” of 40 Initiative that is “spent” to give orders and then to activate units for those orders. At the end of every order the player with the most Initiative is able to give the next order. In response, the opponent can also spend Initiative to conduct both Opportunity Fire (at moving units) or Reactive Fire (at firing units). ASSETS: The game has Asset cards -- including smoke, artillery, air support, man-portable support weapons and demolitions -- but is not card-driven. Each Asset will either take the place of a standard order or provide the player with some form of reactionary capability during an order. SPECIAL RULES: FF:GD is a stand-alone game in the Fighting Formations game series. While utilizing the basic rules, FF:GD’s playbook includes specific terrain, fortification and unit special action rules in order to more accurately portray tactical warfare as experienced by the participants in Russia during this time period. SCALE: The scale of the game is 75 meters per hex with turns representing about 5 minutes of real time. UNITS: Units represent infantry squads, guns with their inherent crews, and individual vehicles. Platoons are also employed. Leaders are abstractly represented by Command markers, each one coordinating the actions of friendly units within a scenario-defined radius. COMPONENTS: This first game has the following components: four back-printed 22˝ x 34˝ game mapsheets five sheets of die-cut counters 55 cards a 24-page Series Rulebook a 48-page Playbook one double-sided Track Display two double-sided 8.5” x 11” player aid cards ten dice (two each of 6-, 8-, 10-, 12-, and 20-sided) 10 wood cubes one wood pawn   Designer: Chad Jensen   Game Developers: Kai Jensen and John A Foley  
40,95 €
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France (Toutes les villes)
12pcs/set Sport Flying Cup Speed Cups Rapid Ufo Six Colours Luminous Souptoys ZH Sport Stacking is one of the fastest growing new sports in the world. Stackers  Up stack and down stack 12 specially designed cups in specific  Patterns.Thousands of teachers, administrators and parents along with  Millions of kids have experienced the benefits of Sport Stacking. Become part  Of the movement. Feature: Original design,No glue required.. Condition: 100% brand new and good quality. Amazing details and wonderful DIY experience. Specifications: Name: 12Pcs Flying Cup Speed Cup Brand: Yongjun Size: D 7.6 x H 9.3 cm Weight: 340g Material: ABS Color: Black,Orange,White,Red,Blue Quantity: 12pc Age: 3+ Packing: Portable Nylon Box Le 04-déc.-19 à 09:16:20 Paris, le vendeur a ajouté les informations suivantes:
6,80 €
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