I disagree.Either you are making a new game, designed on purpose to play differently and address different needs. Or you create 'How to play guide'. Now it seems you are trying to be just a little bit pregnant... Possibly 'selling strategy' is to blame.The whole issue is that the management has defined QS as a "separate" game and that the whole project structure is defined around QS being treated as autark.
IMO that not only is a big mistake but also does not sell the truth to current and new players.
IMO, it's much easier and player-friendly to have a reduced ruleset than having a (how big?!?!) guide to make new players learn 100pages of rules!
With QS, you can play your first "real" battle after not more than 30min of instruction.
That's different from playing x "how to play"'s.
I really like the approach @piteglio is going with his kickstarter.
But imagine how many missions you need to have until you have been shown 80% of the FB rulebook.
@piteglio: btw, have you already designed mission 100, "The epic challenge of the dragon-rider against the skeletton champion?"
Honestly, a full how to play guide for FB would NOT be much shorter than the rulebook itself.
Quick Starter Team