>>95881834I play it. It's fun.
Qrd is its a simple rules wargame where you build a fantasy kingdom and fight other kingdoms.
Kingdoms are made from territories players choose when they create their kingdom. Each game takes place in one of your "territories" a neutral unclaimed land or an opponents. Territories provide players with a pool of troops to recruit, occupied territories have penalties to troops coming from them.
Rules for battle irk some people. Troop movement is alot more relaxed then some other games. Troops can do free maneuvers like about face, pivots and wheels before moving. Combat is simple and easy to do all the calculations for target numbers in your head. Dice are capped at 5 with a minimum of 1, which some people hate but it makes the game quicker IMO. Spellcasting/spellcasters are useful to very useful but mostly won't win the game by itself. Activation system is an alternating activation. You activate one unit and then your opponent does until all units are activated. Commander units allow you to activate several units at once within their command sphere.
Unit balance isn't great, ranged units are just.... superior. Some monsters don't feel like the powerhouse they should per their point cost. Unless rolls are really unlucky catapults will do alot of work compared to their point cost. Defensive scenarios from the books typically favor the defender by alot.
Most of the balance issues can be addressed by just having you and your opponent agreeing not to abuse them. (Elf player not making a ranged only army)
The games big selling point is the kingdom aspect. Recording battle, the events that happened during them and incorporating that into your kingdoms history is really engaging. For instance I lost a game where my dwarven prince (Thran Redbeard) was slain in a skirmish with elven raiders. The next game i just leaned into the roleplay and brought an elite force of higher point cost dwarven troops. Led to a much more engaging game.