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Micro Chapbook RPG Deluxe Core RulebookClick to magnify
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https://watermark.pegasusdigital.de/pdf_previews/310569-sample.pdf

Micro Chapbook RPG Deluxe Core Rulebook

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Empfohlener Preis €1,85

THIS IS THE 1.0 EDITION CORE RULEBOOK

NOTE: A NEW EDITION OF THE RULES IS OUT! CHECK OUT 1.75 EDITION HERE!


DON’T BUY THIS BOOK!

At least, not yet.

The basic rules for the Micro Chapbook RPG system can be downloaded for FREE (or a small donation) in any Micro Chapbook through DriveThruRPG.com. Each stand-alone Chapbook includes the complete rules for you to play the game.

With that in mind, this Deluxe Edition Core Rulebook also contains all the rules you need to play the game plus a few additions. You’ll notice subtle differences here and there--but overall the game is the same one you’ve come to know and differences are noted in BOLD or with a Gameplay Note.

Even with the subtle differences, this book is completely compatible with ANY and ALL Chapbook Scenarios. In fact, this book includes an original Chapbook Scenario and Adventure Module to get you started. After that you can download any number of the free products in the Micro Chapbook line for further scenarios and adventures.

The Micro Chapbook RPG system is an ultra-simple roleplaying game that can be played solo or with a traditional GM if you so wish. 

The main game focuses on solitaire gameplay, starring a single foolhardy hero. It uses randomly generated dungeon scenarios to make each game session a little different. This book also includes a premade adventure module.

The universe for this game is brutal, unforgiving, and dark. It takes notes from such classics as Dungeon Quest and Deathtrap Dungeon. Expect to die and die often. 

ALSO AVAILABLE IN PRINT FROM AMAZON!



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Rezensionen (3)
Diskussionen (22)
Customer avatar
Alex C March 10, 2022 12:19 pm UTC
Bought a hard copy off of Amazon. Had a lot of fun with it. Thanks for making these.
Customer avatar
Justin F February 07, 2021 7:08 pm UTC
Great game and highly customizable.
Customer avatar
Lase M January 31, 2021 7:35 pm UTC
Wife came up with a couple of more questions today.

Does the Poleaxe from scenario 5 have blowthrough?

Also, what is the gold value of the other rewards like the carrion dagger, venom sac, and pendant of blood.

Final question, (hopefully for good lol)....

When you have zero willpower do you add +1 to ALL rolls (for example, rolling a room type, doorways, # of enemies, etc).... or it just +1 to the rolls related to combat? (CH for bravery, DE for ranged, and ST for melee)

Thanks again :)
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Customer avatar
Noah P February 01, 2021 10:31 pm UTC
PUBLISHER
So, for a lot of these little minor things, there won't always be an answer. usually, I just tell gamers to do what they feel is fair/thematic and makes the game most fun. Would I say the Poleaxe has blow through? Definitely, if I was playing. I never assigned a gold rating to any of the other special weapons/items--so it is sort of up to you.

For Willpower, however, hitting 0 ONLY affects stat rolls.
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Customer avatar
Lase M February 02, 2021 12:41 am UTC
Makes sense.

One for real final question. lol

If a doorway requires you to lose 1 will to reroll.... and you are already at 0 will... what happens?

I don't have 1 will to lose, so do I just remain at zero and move through for free basically?

Or

must I restore some will before I can retry?

Thanks again for all your patience with these questions.

If anything, just know that you are getting a lifetime customer out of answering them who is going to buy everything you put out. lol
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Customer avatar
Noah P February 02, 2021 2:58 am UTC
PUBLISHER
Haha. No problem.

Once you are out of willpower . . . you're out of luck. Your character will have to backtrack to get more or leave the dungeon through the entrance to recover. when you return to the dungeon, you can choose to rebuild the whole thing anew or use the same layout.
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Lase M February 02, 2021 11:07 am UTC
Oh man, we definitely played that wrong then. lol

Thanks again, Noah.
Customer avatar
Lase M January 30, 2021 11:09 pm UTC
I've been having a great time with Micro Chapbook RPG. I'm going to be buying up a lot more of these books! I'll be leaving a review soon :)

I was playing with my wife today and she came up with a couple of questions.

#1. In the first scenario you are awarded a Resurrection Potion after beating the boss. It doesn't have a gold value listed though. What is the gold value of this potion?

#2. Can Will drop below zero?

#3. There is a Magic Cap listed as an armor. Can I wear the full armor with the cap? (My thought was no, but she wanted to ask anyway, maybe I am wrong. lol)

#4, If you enter a trap room, does it only effect the dex roll or do I also have a make a trap check similar to a door?

#5. With the alternate boss rule for shorter dungeons. Is the 2d6 roll to be under each type of monster killed or the total # of monsters? (For example, if I kill 6 putrid rats... does that count as a 1 or a 6 that I need to roll under for the boss to...See more
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Customer avatar
Noah P January 30, 2021 11:18 pm UTC
PUBLISHER
Hi Lase. Glad you're enjoying the game.

#1: I don't believe I ever assigned it a cost. But in the upcoming premium book it is 20g.

#2: will can NOT drop below 0.

#3: This basically just goes with your own desire for "thematic rules" meaning you decide on this sort of thing. A full suit of armor, of course, would usually come with a helmet--therefore, no cap. However, in many fantasies movies and shows we see characters wearing armor sans helmet--making wearing a magic cap possible. This sort of thing has more specifics in the upcoming Premium Core rulebook (which will act as the definitve rules reference once it is out later this year). In that, armor is assigned a "slot" on the body. Additionally, there will be magic rings, necklaces, trinkets, to boost will.

#4: I'm a bit lost on what you're asking specifically here? Can you clarify?
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Customer avatar
Lase M January 31, 2021 12:17 am UTC
Dude, thanks again for such a quick and thorough response.

#4 - Let's say I'm playing the second scenario (goblin Horde)... and roll a 3 for the room type which says Trapped. "This room has a shoddy wooden spear trap. +1 DE rolls"

Does it only effect the DE rolls.

Or would I also treat entering the room as a say a trapped doorway... making a WI check and taking 1d3 damage if failing?

Hope that is more clear.

Thanks again and do you have an ETA for the premium core rulebook? Looking forward to it!

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Customer avatar
Noah P January 31, 2021 1:54 am UTC
PUBLISHER
Ah, you'd only apply the De. It is assumed the pit of spikes makes it difficult in combat.
Customer avatar
Lase M January 20, 2021 5:37 pm UTC
When you fail a bravery check do you suffer damage to your willpower from EACH monster in the encounter?

Say there are 6 putrid rats in an encounter from Scenario 1...

you fail the bravery roll...

do you then take 6 damage to willpower (1 per rat)

or do you just suffer 1 willpower damage. (because the rat type does 1 w-dmg)
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Customer avatar
Noah P January 20, 2021 5:49 pm UTC
PUBLISHER
you only ever suffer will damage for ONE enemy. Your character is responding to the type of monster in the room, not to each individual one. This is the same in melee when you take damage. you take it from only one monster--the one you just attacked.
Customer avatar
Glenn P December 23, 2020 2:11 am UTC
I bought this on Amazon, and am sorry I did. My favorite character to play is a Wizard, and the book DOES mention Wizards as one of the character classes... "mention," however, is the operative word. There are no rules for Wizards, and -- infinitely worse yet -- no spells. How in the H*ll do you play a Wizard without any spells?!?

If you want to play a Wizard, pass on this game system; it's worthless.
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Customer avatar
Noah P December 23, 2020 2:21 am UTC
PUBLISHER
I'm sorry you had a bad experience with the game. Yes, this original core rulebook doesn't have anything in the way of magic for wizards. Magic was introduced in the free to download "books of magic" later down the line. (Book of Fire Magic, Book of Earth Magic, etc.). The updated core rulebook has some basic spells for wizards as well, in response to comments like your own. Even still, I can see why you wouldn't want to give it a try again. Thanks for giving it a go and I hope you can find some enjoyment in the free magic supplements or in a different system of your choosing (Four Against Darkness is an excellent solo game with much more wizard spells.) Also, if you contact my through the Micro RPG Facebook Page and send me your e-mail, I can send you the updated core book for free if you like (but it still only has limited magic.) Thanks!
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Glenn P March 10, 2021 8:28 am UTC
I'd be willing to try one or more of the "Books Of Magic" you mention, but I can't seem to find the right Magic (search) Words to conjure them on DriveThruRPG. How do I find them?
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Customer avatar
Glenn P March 10, 2021 8:39 am UTC
Oops... I wanted to add: How about publishing a "Wizard's Omnibus" (i.e., a bundle containing all of your "Books Of Magic")? Or -- much better still -- combining them all into a single vo!ume? (Perhaps with additional rules, such as creating new spells?)
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Customer avatar
Glenn P March 10, 2021 9:29 am UTC
Ah! Never mind, I found them! For any others looking for the spellbooks, try this URL:

https://www.drivethrurpg.com/browse/pub/9707/Micro-RPG?keywords=Magic
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Customer avatar
Glenn P March 10, 2021 9:49 am UTC
O.K., one final point -- I look askance at the descriptors "brutal, unforgiving, and dark." That's fine for "one-off" type games where you roll up a new, disposable character (with no possibility for level advancement) every time you play, but in my mind this is NOT suitable in games where one expects to keep the same character and advance in levels, if only because in "brutal" games few characters can be expected even to reach the next level!
Customer avatar
Brian B December 10, 2020 7:57 pm UTC
PURCHASER
I have Micro Chap deluxe edition, do I need to get Updated edition?
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Yoseph S December 19, 2020 3:59 pm UTC
PURCHASER
I wouldn't say you "need" it, but it provides some neat extras, such as making the wizard class useful without one of the available spellbooks. In the end, it's just minor additions, but it comes with the "Deluxe-Versions" of the first five Chapbooks, if you have not purchased them already.
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Brian B December 22, 2020 6:20 pm UTC
PURCHASER
ok, appreciate the info! Can't speak for anyone else, but IMO this is just too much fun for me to NOT support him. It's a safe bet I'll be picking it up soon, it's been some time since I found an RPG that I can use "fun" to describe it!
Customer avatar
Brian B November 02, 2020 1:38 am UTC
PURCHASER
For whatever reason, it won't let me leave a review. So, my apologies about posting it here. Simply put, this is a lot of fun to play. The game system used, while not very ground-breaking in its design, is a solid free-wheeling design. It gives you the "crunch" you need, without bogging things down in tar pits of game FX. Honestly, I had my first game up and running within 30 minutes; and that's learning as I go! I really can't stress enough the simplicity of the mechanics, IMO it really sets the overall charm of the game. And a BIG + as to how vague some aspects are. I know, it sounds odd to say that, but hear me out. When a game like this glosses over some aspects of play, it leads a LOT of room open for house rules. And if you've played RPG's before, you know that house rules make for some of the best games. And OH MY GOD the product support for this is insane! All of the books you can get for the game is almost ridiculous in that it rivals other games that have been out for decades. ...See more
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Customer avatar
Noah P November 02, 2020 4:54 pm UTC
PUBLISHER
Brian! Thank you for the review! (Not sure why the website won't let you post a normal one). I loved your comments and am glad you enjoy the system.
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Brian B December 06, 2020 6:36 pm UTC
PURCHASER
If there's anything I would give a negative mark (albeit a very small one) to, it would be the required to make a melee attack roll. I've tried using some variants to this (i.e. only if you failed your Bravery check, you have no ranged attack weapons, etc.). My only thought would be possibly the option to replace Melee Attack requirement with something like "Open Action" and make melee attacks one of the options. And in the end, it's really nothing that is a game-breaker here. Barely a hiccup to be honest.
Customer avatar
Andres P October 04, 2020 5:07 pm UTC
Hi Noah. Great Job. Firts at all, excuse my english.
Y love the rules to generate the Overworld map of Explorers of the Realm ( chapbook edition)
These same rules are contained in some of the Deluxe Rulebooks?
By the way, in the art of this Rulebook i see a lot of influence of Chain Mail ( one of the first works of Gary Gygax) 100% Old School design !!!
Customer avatar
Dustin C August 06, 2020 6:00 pm UTC
PURCHASER
ok im Not getting it. its probably in my face ,but dont see it. If i have i cant see how. How do you make a Bravery check? please be explicit. have a Str=1,Dex=2+1 for race, Wi=3,Ch=1
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Customer avatar
Noah P August 06, 2020 6:26 pm UTC
PUBLISHER
You always use Charisma (Ch) for the bravery step of a combat round. Your character has a Ch of 1. Roll the die. If the roll is 1 (meeting your score), you succeed and EARN 1 Willpower. If the die result is HIGHER than your Ch of 1, you fail. When you fail, you take damage to your willpower from the monster (W-DMG).
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Dustin C August 06, 2020 7:56 pm UTC
PURCHASER
Thank you
Customer avatar
Royce R June 08, 2020 12:48 am UTC
Hi Noah,
I just bought three of the microbooks (Jesters, Orcs, and System). They remind me a lot of the Fighting Fantasy gamebooks published by Dell during the late 70's and early 80's and I'm hoping to recapture some of my misspent youth.

I hope you'll continue to expand the sci-fi line to include science fantasy. post-apocalyptic and landing party scenarios. And have you thought about introducing superheroes? Most supers fall into four archtypes or an easy combination thereof: Fighters (ST), Marksmen (DE), Gadgeteers (WI), and Elementals (CH). Depending on the origin backstory, bonuses to one of the statistics would be awarded.
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Customer avatar
Noah P June 08, 2020 2:32 am UTC
PUBLISHER
I played a few Fighting Fantasy books myself. Fun times.

I am a one man company, so getting new books takes time, as you might guess. However, I do have plans for all of the items you mentioned already partially designed or at least with notes. In fact, the Scifi core book and Superheroes core book are the next two big projects on the roster. Therefore they should be out in the coming month or two--depending on work time for each. I also have the first campaign book for the fantasy version of the game nearly ready for release. If you want to keep up on what projects are in the works consider joining the Micro RPG Players group on Facebook!
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Royce R June 08, 2020 5:01 pm UTC
Hi again,

Thanks for getting back to me so quickly. I'm looking forward to the two core books you mentioned, particularly the superhero, and hope they'll appear on Amazon immediately upon release.

Considering the minimalist (God be praised!) nature of the micro chapbooks I imagine/hope the superheroes will be in the mold of the low-powered heroes of the Golden Age (my favorite era), at least at the start, with a fair amount of room for growth. Instead of spending gold for improvement, each villain thwarted earns a certain amount of hero points to be cashed in for improvements.
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Noah P June 08, 2020 5:10 pm UTC
PUBLISHER
Yep. You've basically got it right. It is still in the early stages of development, but each hero will begin with 1 power and then that power will have a "class tree" with it that will increase the powers available to the hero. At least, in theory, that's how it will work. I think the characters will be slightly more powerful in that game. My favorite hero is by far Supergirl, but man is she overpowered sometimes! Ha! Also, I just revealed the covers for both books on the Facebook page if you're interested in checking it out.
Customer avatar
Andrew T May 25, 2020 5:33 pm UTC
PURCHASER
I bought Goblin Horde last night, and we played a few rounds into a dungeon. Afterwards, I bought nearly all of the rest of this line.

Do you have any thoughts for specializing the non-wizard classes? My kids are asking for "tank" rules.

I'm trying to work out mechanics for cover - take damage for an ally, and maybe a cleave or splash damage action. I'm not sure if these should be available to other classes, and if so, how to scale/restrict their usage.
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Customer avatar
Noah P May 25, 2020 5:43 pm UTC
PUBLISHER
I'm actually working on a line of free "class books" which will be similar to the Books of Magic only they will be about a specific class and the class will have a skill tree that looks like the magic tree in the books of magic. Abilities like the ones you just mentioned will be included, for sure.
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Noah P May 25, 2020 5:49 pm UTC
PUBLISHER
Then of course, it will be compiled into a fancy "class book" later on down the road.
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Andrew T May 25, 2020 10:47 pm UTC
PURCHASER
That sounds great. Thanks for replying. It's good to know the system's not dead as soon as I found it :D

We've not sat back down to play yet, but I'm toying with adding a Ranger skill I'm thinking of calling "Decoy". Before combat, you set up a scarecrow/shadow-clone/dummy with 1D3+DE Life. The decoy receives all monster damage as long as it still stands. Probably needs a caveat about not being able to be healed, but...
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Jacob R May 22, 2020 8:19 pm UTC
PURCHASER
For some reason I'm not allowed to review this book. I don't like it. I'll offer some constructive criticism. Breaking things down into first gameplay/rules, then into artistic.

Gameplay: The mechanics are virtually the exact same thing as almost every other book in the series. While the author does call out that this book contains a lot of the same content as th the series of adventures. One big issue is that the adventures in the different books are essentially the same. Like besides slightly adjusted HP values and renamed races, there is almost no variety between supplements.

The advancement mechanic is wonky. You roll 1d6 for the room, and 1d6 for the enemy encountered. You can't encounter the boss until you first encounter all other enemies. And you can only encounter the boss in 2 of the 6 rooms. So after encountering and defeating the five other types of enemies, you then have a 1:18 chance to encounter the boss in any given room. This leads to some pretty long dungeons with encounters...See more
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Noah P May 22, 2020 8:29 pm UTC
PUBLISHER
Thank you for the kind review. I say kind because you were honest and straightforward with your woes concerning the system without resorting to rudeness. Thank you for that. I enjoy the constructive criticism you gave. You are totally right. Much of the content through the whole system is the same when it is boiled down to just the bare bones rules and stats. It is more of a solo "storytelling" experience than a deep crunchy adventure book. Not for everyone, for sure!

I can see how many dungeons can get "long winded." Will look into some new concepts for it in future installments.

And as far as The Epic Wanderers, yes. It is a bit broken at the moment as far as reaching epic stats and having to switch to D12. I will work on getting an updated version out soon that gets rid of this troublesome problem.

Finally, my apologies for the artwork. I hadn't seen that at all in the image. I read a lot of old school 1950s/60s comics and guess it just flew over...See more
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Noah P May 22, 2020 8:30 pm UTC
PUBLISHER
Also. Really odd that it won't let you leave a proper review. Not sure what that is about.
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Jacob R May 22, 2020 8:45 pm UTC
PURCHASER
Hey, thanks for the reply. And I'm still not sure about the review thing. I know that came across as super negative. You've got a lot of good stuff going on here. You know, I'll be more constructive and suggest a fix. Part of the solution and all, you know?

What if the first time you come across room 6 it's locked? It's got the boss inside but you don't get the key until later.

d12 Might work. The odds remain kinda low, though. What if you did 2d4 for epic stats? That way, once you get to 6 your chance of success is like 81%. That's a drop of 1 percent, but it gives you the option to get a critical success (1:16 chance). If you increase it to 7 after that you'd have a 94% chance of success on any roll with that stat. I'd suggest going with 2d4 and then increasing the stat improvement cost significantly.

Oh, and I hit submit before writing up that your adventure format for the haunted house is a big improvement. I mean, haunted house/horror isn't my deal, but I'd love to...See more
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Noah P May 22, 2020 8:51 pm UTC
PUBLISHER
I don't think it came across negative at all. The inability to review a product seems to be a glitch or error on DriveThru's part, not yours or mine, per say.

I'll have to look into the room 6 thing.

The D4 thing is a stroke of genius, I think. Will definitely be applying it to the Epic stats.

Epic Wanderer content is not in the rulebook.
Customer avatar
John K May 15, 2020 10:29 am UTC
PURCHASER
What's the difference between the two updated versions from 04.30.20? What's changed from before?
Customer avatar
Andrew R May 09, 2020 6:38 pm UTC
PURCHASER
Just picked this up with you sale after reading the basic rulebook. The rules are quite different between the two. This rules set seems to work well your published dungeons.
In the basic rules you wrote about playing with multiple players having up to like 6 at the table. Is there a good way to play the deluxe rules with a group? Would it act similar to having purchased companions?
I tried a quick solo game and was almost wiped out by the first room, losing willpower round after round slugging through six monsters. It felt like it would be a lot more feasible with several adventurers swinging each round. However I was unclear of your party rules; do you pick one character for the phase and they make the roll, or do all characters make a roll in every phase?
If only one rolls, do only they take the consequences or do all characters?

So after being reduced to 7 willpower from one fight I figured my character would take the gold he gained and leave. I used the Explorers rules to rest...See more
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Noah P May 09, 2020 7:26 pm UTC
PUBLISHER
It sounds like you are playing correctly. The system is difficult, to be sure (inspired by grimdark games like Death Trap Dungeon, Dungeon Quest, and Tomb of Horrors). The Micro Chapbook RPG rules are intended as the same for both basic and deluxe, but deluxe just goes into detail on how the rules are meant to be implemented. Playing with a group of friends (or multiple adventurers solo, if you wish) would be the same as the Companion rules from Explorers of the Realm. During the ranged round, EVERYONE gets a chance to attack. During the melee round EVERYONE gets a chance to attack. Each person, if they miss their specific attack during melee, then takes damage. I hope that helps.
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Andrew R May 10, 2020 12:48 am UTC
PURCHASER
Yes it helps, thank you. It was tough, lots of running out of the dungeon to heal but I made it. I was playing a wizard learning all the fire spells and that really helped once I got to the master level. They are expensive but I was able to obliterate most fights, so long as I could make the roll.
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Customer avatar
Noah P May 10, 2020 1:12 am UTC
PUBLISHER
Awesome. Yes, those Books of Magic really help when you're a wizard. Eventually, there will be a Deluxe Book of Magic as well. Happy Adventuring.
Customer avatar
Matthew G April 30, 2020 12:47 am UTC
PURCHASER
Do you really get 6 Miracles for 6gp? Am
I reading that correctly?
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Customer avatar
Noah P April 30, 2020 2:23 am UTC
PUBLISHER
The numbers to the left of the items are the number you roll for finding those items in the dungeon if you decide to replace the item chart in a specific dungeon with that one.
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Customer avatar
Andrew T May 25, 2020 4:26 am UTC
PURCHASER
We read this that way the first time through as well. It wasn't until 3 or 4 rooms in that I realized what that number meant.
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