I agree with Trebian. FoG Cards is a good little addition to the introductory wargame domain. It's much simpler than big FoG (and a heck of a lot cheaper for the game, let alone minis).
I'd rate it alongside some of my other favorite intro wargames, like the Pocket Battles series by Paolo Mori and Francesco Sirocchi or the Battle for Italy AH game.
It scores partly because of its obvious links to the Slitherine FoG game, though I'd argue that it bears little resemblance, apart from theme. Another major part of its success is the implementation of 'make your army' then 'fight the battle', similar to Pocket Battles. You draft your army cards by choosing 2 from successive random draws of 4 cards. Doing this 12 times gives you 24 from the 48 card deck. You can try to draft various troop types, so that your focus might be cavalry-heavy, or pike/spear-based, or mainly light – or you could go with Elephants, rather more effective here than in big FoG. All neat and sometimes tricky choices, especially as each card can provide command points to your battle array.
Once drafted, you then get to fight the battle. Here you're making tactical decisions because you have to use cards in hand to pay for the troops you deploy (also from hand). The battlefield itself is abstracted into 5 'fields', and you win by controlling 3 at the start of your turn. Combat is to a large extent voluntary, but of course if you choose not to fight, then you're likely to cede control to your opponent. Unlike big FoG, in FoG Cards you don't have to recall too much in the way of complex mods on dice rolls. For a start, there are no dice (always a plus for me). Each player selects a card (from hand or top of deck) that will be used as a bonus – so there's some risk, but mostly it's the planning player who can add up to about 8 or so, who will win!
It only takes about an hour to learn and play your first game. I'd certainly recommend it.