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  • Lingua: Inglese

    Editore: Mongoose Publishing, 2002

    1903980577 / 9781903980576

    • Brossura

    Da: Chris Korczak, Bookseller, IOBA, Easthampton, MA, U.S.A.Chris Korczak, Bookseller, IOBA

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    Membro dell’associazione: IOBASNEAB

    Condizione: Usato - Molto buono

    EUR 16,82

    EUR 3,62 spedizione 
    Spedito in U.S.A.

    Quantità: 1 disponibile

    Paperback. Condizione: Very Good. Very mild shelfwear. I note every flaw I find, so buy with confidence.

  • Lingua: Inglese

    Editore: Fantasy Flight Games, 2005

    1589942205 / 9781589942202

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    Da: WeBuyBooks, Rossendale, LANCS, Regno UnitoWeBuyBooks

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    Condizione: Usato - Molto buono

    EUR 14,89

    EUR 5,80 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: 1 disponibile

    paperback. Condizione: Very Good. Most items will be dispatched the same or the next working day. A copy that has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Lingua: Inglese

    Editore: Mongoose Publishing, 1999

    1904854508 / 9781904854500

    • Brossura

    Da: Noble Knight Games, Fitchburg, WI, U.S.A.Noble Knight Games

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    Condizione: Usato - Ottimo

    EUR 15,89

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    Quantità: 1 disponibile

    Softcover. Condizione: Fine. Mongoose Publishing Pocket Guides (d20) Mongoose Pocket Games Master's Guide, The (EX) Manufacturer: Mongoose Publishing Product Line: Pocket Guides (d20) Type: Softcover Code: MGP2222 Copyright Date: 2004 Author: Shannon Kalvar Page Count: 392 Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is EX. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description: In a new handy-dandy size comes everything a Games Master needs to know in order to run the D20 system! A perfect complement to the Pocket Player's Handbook, The Pocket Games Master's Guide will reduce the need for you to lug heavy books to every gaming session.…

  • Lingua: Inglese

    Editore: United Kingdom: Mongoose Pub, 2002, 2002

    1903980577 / 9781903980576

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    • Prima edizione

    Da: Black and Read Books, Music & Games, Arvada, CO, U.S.A.Black and Read Books, Music & Games

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    Condizione: Usato - Molto buono

    EUR 21,45

    EUR 6,33 spedizione 
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    Quantità: 1 disponibile

    Soft cover. Condizione: Very Good. 1st Edition. A very good paperback Encyclpaeaia Arcane RPG. MGP1011. The interior is clean and complete. The outside cover has light shelf with gently creased corner tips.

  • Lingua: Inglese

    Editore: Mongoose Publishing, 1999

    190485429X / 9781904854296

    • Brossura

    Da: Noble Knight Games, Fitchburg, WI, U.S.A.Noble Knight Games

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    Condizione: Usato - Molto buono

    EUR 23,36

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    Softcover. Condizione: Very Good. Mongoose Publishing Babylon 5 (d20) Zocalo, The (VG+) Manufacturer: Mongoose Publishing Product Line: Babylon 5 (d20) Type: Softcover Code: MGP3344 Copyright Date: 2004 Author: Shannon Kalvar Page Count: 128 Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is VG+. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description: Welcome to The Zocalo, the equipment book for the Babylon 5 Roleplaying Game. Within, you will find a plethora of gadgets and gizmos, ranging from the ridiculous to the sublime. Some of this equipment appeared in other Babylon 5 books. Most debut here, although a careful viewer will recognize them, or at least their implied presence, from the show. This book will also lay out the cost for various services, ranging from the fees for maintaining a potted plant in your room to renting a starcruiser or putting on a fireworks display. In addition, The Zocalo examines the technical achievements and gewgaws of over two dozen alien races, from the Abbai to the Vree. Each of these races, for good or ill, takes part in the galactic trade that feeds the economy of a thousand worlds. Of course, all races have things they simply do not trade. This 'secret' technology typically forms the core of a race's military or mercantile might. Secrets and lies surround another of the Zocalo's stock in trade: ancient artifacts stolen from long abandoned worlds. In order to lift the veil this book presents a complete system for creating unusual or unique artifacts, some of organic technology, others simply built using theories technology radically different from anything currently in operation. In many cases these items do not represent upgrades to the basic tools of living and war, but rather completely new approaches to what a living being might need. Merchants may sell something to a junkie for a handful of credits capable of changing the course of human history if it fell in the right hands. There is more to the markets and merchants than just amassing the credits to buy the next upgraded bit of technology. In addition to presenting long lists of kit this book also delves into the world of galactic trade. It starts this exploration in the Zocalo. This marketplace on Babylon 5 presents the complexity of galactic trade in microcosm. The struggles take place among the brightly colored stalls as merchants and pirates seek to build a business mirror those engaged in daily by the great corporations in Red Sector. Legitimate and illicit deals on every scale take place daily. The Zocalo also explores the black markets on Babylon 5. A knowledgeable shopper can find anything from fake identification cards to enough guns to supply an army. Finding the merchandise only begins the process. The shopper must gain the vendor's trust, pay off all the right people, and negotiate a labyrinth of conflicting racial and local gangs. Simple purchases, things like a personal weapon or a bit of Dust, take almost no time at all. More expansive deals may require a dozen tricky negotiations, each one fraught with peril.…

  • Lingua: Inglese

    Editore: United Kingdom: Mongoose Pub, 2002

    1903980577 / 9781903980576

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    Da: Bidonlivre, Saint-Lambert, QC, CanadaBidonlivre

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    Condizione: Usato - Molto buono

    EUR 19,65

    EUR 11,80 spedizione 
    Spedito da Canada a U.S.A.

    Quantità: 1 disponibile

    Soft cover. Condizione: Very Good. In-4, broché, Très Bon Etat.

  • Lingua: Inglese

    Editore: Mongoose Publishing, 1999

    1904577865 / 9781904577867

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    Da: Noble Knight Games, Fitchburg, WI, U.S.A.Noble Knight Games

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    Condizione: Usato - Molto buono

    EUR 28,04

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    Quantità: 1 disponibile

    Softcover. Condizione: Very Good. Mongoose Publishing Slayer's Guides (d20) Slayer's Guide to Ogres, The (VG+) Manufacturer: Mongoose Publishing Product Line: Slayer's Guides (d20) Type: Softcover Code: MGP0028 Copyright Date: 2004 Author: Shannon Kalvar Page Count: 32 Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is VG+. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description: Welcome to The Slayer's Guide to Ogres, the latest installment in the long running 'Slayers Guide' series. Each book in the series focuses on a single monster or monstrous race from the pages of Core Rule Book III. This allows us to explore the monster in depth, providing details about its history, culture, and physical presence that might not be immediately obvious. This book, and the others in the series, seeks to provide the reader with a 'ready to use' monster template that both entertains and intimidates the players. For Games Masters it needs to provide a sufficiently setting neutral yet detail rich description to be easily applied to any campaign. For players, it should provide sufficient information to both entice the player to make a character of the race and bring a level of believability to hostile encounters with them. The most difficult question this book must address, more complex than anything to do with fictional physiology or subcultures, finds its clearest expression in the simple question: Why ogres? Why do players want to create ogre characters? Why do Games Masters want to use ogres as villains, minions, or setting elements? What about them attracts attention? What about them makes them the laughable buffoons encountered in song and story? The basic image of ogres, of monstrous stupid men who can sweep cattle up in their arms, reoccurs in the folklore of hundreds of cultures. Every single time the ogre appears; a clever human or god appears right behind him, tricking the mighty creature to his death. Despite his strength and cannibalistic ways the ogre stands no chance against the tricky mind of an alert human being. From the Core Rulebook III we know that ogres are large, vicious, and extremely lazy. They do not work well together, nor do they believe in bathing. Although they use some basic tactics most ogre encounters involve running away from foes. The same source describes two (or possibly three) races of ogre. The common ogre stands nine to 10 ft. tall, smells like a dung heap, and avoid direct confrontations. The merrow resemble their land-bound cousins but breath water and swim like fish. Finally we have the ogre mage, a creature somehow related to the common ogre but remarkably different; although they share a similar physical appearance the ogre mage represents a quantum level greater threat than an ogre. These three races represent an amalgamation of three basic folklore creatures: the ogre (large, strong, dumb), the merrow (a rather ugly merman from Irish legends), and the Japanese oni (literally ogre, demon, or fierce god). Ogres belong to all cultures. Merrow, as a specific type of relatively friendly merman, really only appear in Irish folklore. Oni come in many shapes but the Core Rulebook III limits ogre magi to a relatively mundane forms. Although it is tempting to discard the folklore as irrelevant to a gaming supplement, that lore also provides some clues to the solutions we seek. Specifically, it points towards several particulars that can weave together to form a coherent narrative. These particulars form the framework of this book. By picking and choosing which elements fit in a specific setting the Games Master can easily add depth to his ogres. Similarly players can create interesting ogre characters from all three racial strains.…

  • Lingua: Inglese

    Editore: Mongoose Publishing, 1999

    1904577857 / 9781904577850

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    Da: Noble Knight Games, Fitchburg, WI, U.S.A.Noble Knight Games

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    Condizione: Usato - Ottimo

    EUR 35,51

    EUR 5,40 spedizione 
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    Quantità: 1 disponibile

    Softcover. Condizione: Fine. Mongoose Publishing Encyclopaedia Arcane (d20) Encyclopaedia Psionica - World Shapers - The Secret Revolution (EX) Manufacturer: Mongoose Publishing Product Line: Encyclopaedia Arcane (d20) Type: Softcover Code: MGP1024 Copyright Date: 2004 Author: Shannon Kalvar Page Count: 64 Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is EX. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description: In the minds of all sentient creatures lies the potential to change the world. Every thought, every action resonates throughout reality. Actions and thoughts intersect, collide, contradict, and merge together to form the fabric of cause and effect that make up 'reality' as people understand it. Most people express their power to change the world though their bodies. They take up swords to fight or tools to make. They craft words to convince others about the rightness of their cause. Others posses the gift of expressing primal emotions in paint or sound or stone or clay, creating what others call art. A handful finds they wield incredible arcane or divine powers, changing all of creation by moving forces they barely understand about. A rare cursed few do not suffer the limits that constrain mortal men. They alter the shape of the universe by will alone. They move mountains, light fires, transport themselves though time and space without drawing on anything but themselves. They have what many would consider the ultimate gift: to transform though into definite action unbound by the constraints of the physical world. That ultimate gift brings with it a terrible curse. Each world shaper must maintain constant focus, constant control over the power within. A stray thought could become a bird. A flare of anger may ignite an inferno that destroys a town. Unbridled by the buffer of physical action these gifted individuals must struggle constantly to establish boundaries on their own desires. Even a moment's failure can bring ruin to everyone they hold dear. They are the world shapers, world breakers, dreamers, and destroyers. Where they walk reality itself bows down. Do you dare to face them? Welcome to World Shapers the first in the Encyclopaedia Psionica series. The Encyclopaedia Psionica line presents new rules, new approaches, and new powers for D20 players and Games Masters interested in adding psionic powers to a campaign. The design of each book allows for easy integration of the rules and powers into fantasy, horror, or science fiction D20 systems. Like the other Encyclopaedia lines the Encyclopaedia Psionica presents a complete, integrated package that a player or Games Master can insert whole cloth or piecemeal into a game. This volume of the Encyclopaedia Psionica addresses the three 'world shaping' psionic disciplines: metacreativity, psychokinesis, and psychoportation. It expands upon the existing base of psionic powers, adds feats for non-psionic and psionic characters, and explores the relationship between psionic powers and various character classes. In addition to the requisite prestige classes and world shaping items this volume also includes rules for the creation of psionic ghosts. These ghosts represent the stray thoughts of a character with world shaping powers, manifesting outside of that character's control. Each ghost represents a unique thought or moment in time preserved by the animating force of the character's power. This volume also attempts to address some of the complexities of adding psionic powers to existing campaigns. The emergence of world shaping could devastate entire countries if the Games Master so desired. Alternately these powers could slowly emerge in a single person, a manifestation of some great change occurring within him. The rules in this volume alter the dynamic of the world shaping powers a.…

  • Lingua: Inglese

    Editore: Mongoose Publishing, 1999

    1904854346 / 9781904854340

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    Da: Noble Knight Games, Fitchburg, WI, U.S.A.Noble Knight Games

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    Condizione: Usato - Ottimo

    EUR 44,86

    EUR 5,40 spedizione 
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    Quantità: 1 disponibile

    Softcover. Condizione: Fine. Mongoose Publishing Conan (d20) Free Companies, The (EX) Manufacturer: Mongoose Publishing Product Line: Conan (d20) Type: Softcover Code: MGP7706 Copyright Date: 2004 Author: Shannon Kalvar Page Count: 128 Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is EX. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description: Welcome to The Free Companies, a book about warfare in the Hyborian Age. Within these pages you will find rules allowing you to play as a mercenary, soldier, officer, or generals. You will also find new feats, a handful of prestige classes, and new rules for looting entire cities. If the contents of the book cover armies around the world, why did we call it The Free Companies? Why not Armies of the Hyborian Age, or A Military Gazetteer of the Hyborian Age? Either of the two titles presented above would convey the contents of the book. Armies, soldiers, and the bright flame of war dominate this book. What they would not convey is the focus we placed on the individual soldier. In the world presented by R. E. Howard the individual soldier, whether infantryman or king, drives the conflict. An individual can change the battle's tide with a strong arm and sharp steel. Armies may surge around him, thousands may die, but the hero takes centre-stage. Just as importantly the clash of armies rarely dominates R. E. Howard's stories. When armies do battle they demonstrate not the tactical genius of the characters, but their relative power. The faceless spear-carriers provide bloody testimony to whom stands supreme among the powers of the world. We choose The Free Companies to represent facet of R. E. Howard's work. The mercenary Free Companies of the Hyborian Age acknowledge the power of an individual soldier to change the world. They give characters a chance to take the centre stage even when mighty nations clash in war. Kingdoms vie for their services, while sorcerers entice them with gold drawn from forbidden stashes. Soldiers and peasant levies may be part of this book, but the mercenary ethos drives it. Thus, the Free Companies, groups made up of companions drawn from a thousand backgrounds all searching for a way to transform good steel into bloody gold. Beyond this introduction this book falls into three distinct parts: game systems, system information, and world information. Each section provides players and Games Masters with a variety of options. The game systems part kick off with The Game of War, a section containing the first official printing of the Conan Mass Combat system. This token-based war-game allows players to engage in massive tabletop battles involving sorcery and siege engines. The book then moves on to present a narrative combat system in The Solider and The General at War. These two chapters together present an army combat system in which each character's actions have dramatic repercussions. Their actions can save their immediate companions, break the enemy lines, or shatter the enemy's will to fight. The system information part covers Hyborian Age armies, siege weapons, feats and two prestige classes. This information covers three chapters: The Armies, The Tools, and the Secrets of War. All three are 'dual-stated' for both the mass combat and the narrative combat systems. With this information players will be able to play a mass combat siege, switch over to narrative combat while looting city, then flip back to a war-game to defend the city from its legitimate owners. The world information section covers both mercenary organizations and the culture of legitimate armies. It covers enlistment policies, professional ethics, and the rules of looting obeyed by various groups. The last section covers how to use Hyborian Age military obligations (freely assumed and not) as part of an on-going c.…

  • Lingua: Inglese

    Editore: Mongoose Publishing, Swindon, U.K., 2004

    1904577989 / 9781904577980

    • Rilegato

    Da: Bay Used Books, Sudbury, ON, CanadaBay Used Books

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    Condizione: Usato - Molto buono

    EUR 32,74

    EUR 19,17 spedizione 
    Spedito da Canada a U.S.A.

    Quantità: 1 disponibile

    Hardcover. Condizione: Very Good. Minor wear. Binding tight, pages clean. Pictures available upon request. Nunley, Randy; Batista, Adriano; Benhossi, Alexandre; Drum, Stacy; et al. (illustratore).

  • Altre immagini

    Lingua: Inglese

    Editore: Fantasy Flight Games, 2003

    1589941691 / 9781589941694

    • Brossura

    Da: Chris Korczak, Bookseller, IOBA, Easthampton, MA, U.S.A.Chris Korczak, Bookseller, IOBA

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    Membro dell’associazione: IOBASNEAB

    Condizione: Usato - Molto buono

    EUR 54,95

    EUR 3,62 spedizione 
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    Quantità: 1 disponibile

    paperback. Condizione: Very Good. Very mild shelfwear. I note every flaw I find, so buy with confidence.

  • Lingua: Inglese

    Editore: Mongoose Publishing, 1999

    1904577954 / 9781904577959

    • Brossura

    Da: Noble Knight Games, Fitchburg, WI, U.S.A.Noble Knight Games

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    Condizione: Usato - Ottimo

    EUR 56,07

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    Quantità: 1 disponibile

    Softcover. Condizione: Fine. Mongoose Publishing Conan (d20) Pirate Isles (EX) Manufacturer: Mongoose Publishing Product Line: Conan (d20) Type: Softcover Code: MGP7704 Copyright Date: 2004 Author: Shannon Kalvar Page Count: 128 Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is EX. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description: Welcome to the Pirate Isles, a rules supplement for the Conan RPG. Within this book you will find dozens of carefully crafted ideas, hung up for your barbaric pleasures. Fine wenches dance forbidden dances, a river of yellow gold flows from callused hands, pirates leap from deck to deck, staining their spears red with blood. Night will soon fall on the Hyborian Age, but not before its' greatest hero sails the seas on a path of blood and ruin. That road runs from the flame of the furthest south to the bright cold land of Vanaheim in the north. A savage echo of it beats a crimson stain into the shores of the Vilayet Sea, fuelled by mad hate, unleashed from the cruel shackles forged by Turan masters. Along them flows the wealth of nations, bodily ripped from the soft hands of civilized men. Out on the seas men and women find an exhilarating freedom unlike anything in the known world. Civilized folk cast aside the barriers imposed upon them by the decaying influences of civilization. Free to act as they would without such petty influences they rise to a level almost equal to that of the untamed strength born in the wildest places of the world. Those brave souls weaned in the uncharted wilderness of the world find a ready home among the wild folk of the seas, although even they cannot imagine the unfettered life of the sea. Pirate Isles contains rules for integrating sea-based adventures into your Hyborian Age game. Although pirates and their kin certainly receive the most focus, characters of all persuasions can find something of value within. The book starts off with Seas of Blood, detailing the cultures and lifestyles of various pirate bands. This chapter focuses on the four known pirate brotherhoods, their host cultures, and their various activities. It includes new feats for pirate characters, a system for leveraging Leadership and reputation to rule a pirate ship. This chapter finishes with a description of the myths and legends surrounding pirate life, providing a system to quickly generate similar stories for in game use. Where Land Meets Sea addresses the thorny game problem of building suitable settlements for pillaging. It starts with a discussion of various coastal targets then moves on to outline what kind of loot they might contain. After having found the loot, characters will need to dispose of it using the rules contained in the fencing subsection. The last two sections provide rules for seeding in islands and for various complications that could occur during sea travel. In the next two chapters (Secrets of the Sea and Ships of the Sea) we get into the details of building a character and ship. The first chapter deals with the complexities of pirate feats; the second provides a simple system for building Hyborian Age ships. In Seas of Steel, the book finally gets to the details all Conan readers were waiting for: rules for standing thew-deep in your enemies' gore. The chapter a contested system for closing with the target, including rules for launching withering arrow fire. The actual red work of boarding and conquering a ship comes next, with attention paid not only to fighting, but also to inciting mutinies and looting the ships cargo. In order to give players people to loot and Games Masters opponents for his players the book then addresses the People and Beasts of the Sea. This chapter outlines various named personalities as well as creatures, necromancy raised threats, and various demons summoned to dominate the deep places of the world. The will to summon the later two types of creatures is the focus of Powers of the Sea. This chapter outlines a variety of new spells. Some of these spells settle into the sorcery styles presented in the main rulebook. Others fill out the list for the two new sorcery styles: Sea Witchery and Weather Witching. The chapter ends with a short discussion of specific kinds of sea based herbs, alchemical preparations, and magical items. The book comes to an end with the Call of the Sea. This chapter provides Games Masters with various adventure seeds, both for one evening affairs and entire campaigns of bloody piracy. Players can use this section to "fill in" their character's downtime, borrowing seeds to explain any gaps in their chronology. Welcome to the wild world of Hyborian Age pirates. They are rogues and murderers, revolutionaries and escaped slaves. Regardless of their background and motives, each pirate has a gift that no other Hyborian can claim: they are free.…

  • Lingua: Inglese

    Editore: Mongoose Publishing, 2004

    1904854117 / 9781904854111

    • Brossura

    Da: The Book Spot, North Branch, MN, U.S.A.The Book Spot

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    Condizione: Nuovo

    EUR 654,18

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    Quantità: 1 disponibile

    Paperback. Condizione: New.