I have created a new QRS based on a suggestion from a friend. Many of the unit advantages are outlined on this card so that you can (hopefully) play the game from the card alone with minimal rule look-ups.
I have also revamped the core rules slightly. There is no longer a ‘Throwing Weapons’ advantage. Instead, close contact missile weapons, such as the pilum, will be lumped into the ‘Charge Bonus’ advantage. The reason I did this was that I felt that there were too many advantages to remember already and the ‘Throwing Weapons’ advantage added nothing more than another game mechanic to remember.
Cool! I’ll have to check the updates out!
Rules updates are pretty minor. The only other thing I forsee doing is rewording what a formation is.