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Mike Serfass
May 21st, 2026, 02:26
The Pathfinder for Savage Worlds Quick Chase Deck has finally released!
Pathfinder(R) for Savage Worlds Quick Chase Deck (https://www.fantasygrounds.com/store/product.php?id=S2P11509)
The rules are included in the Quick Chase Deck book, but here are the basics on using it.

First, set up your chase encounter in Combat Tracker.
It's a good idea to click Menu, Action Cards > Clear hands to reset everything.
It's also a good idea to turn on Cards: Hover over in Options. This allows you to read the card text.
Right click on the combatant, select Dramatic Tasks > Quick Chase.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67535

The Quick Chase section appears. Do this to all combatants entering the chase.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67536

Don't click on Click to deal because the cards will be dealt when you start the chase.
Start the chase by clicking Next Round. (Just like combat.) This will deal the appropriate number of cards to all chase participants.
In this case, the faster PCs were dealt 2 cards.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67537

You progress the turn with the Next Actor button, just like in combat, EXCEPT that players must select cards at various points. Until they do, the turn won't progress and a message will tell you why.
At the start of each round, players with more than one card in hand must select a card to play. This is done by the players right clicking on a card and selecting Select Card OR by control-clicking on a card.
Participants with only one card will have that card automatically played for them.
This is where it's helpful to have the hover-over turned on.

When everyone has chosen a card, the round can start. Automated things will happen and messages about that will appear.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67538

If a player has a Joker, they must select a card to play before the first participant can act. This is mostly automated in that if there's a card in that player's hand, it will be played for them. If there are no cards in hand, one is drawn and played. If there is more than one card in hand, the player must select one to play, and a message will remind you of that. Then the GM can start the round with Next Actor.

Now the GM moves through combatants just like normal combat. Players use the dice icon under the token count to roll Athletics (or Riding) to gain tokens and can drop bennies on this button to reroll.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67539

At the end of the round, players with more than one card in hand must select a card to carry over to the next round. Until all participants have done so, the round won't end and a message will appear prompting players to select cards. Players with one card don't have to select it.

The GM clicks the Next Actor, more cards are dealt, the selected cards stay in the players' hands, and the next round starts.

When the chase ends, the GM clicks the Resolve button, and a message gives the chase results.

Otherwise, everything works like normal combat.

Notes
Range is calculated as per quick chase rules. You don't need to be on a map.

Chase token counts can be manually adjusted by the GM, just like any number field, and can also be dragged and dropped between participants.

Mounted characters can click their own Mounted checkbox. They can't click each others.

Functionality to move and copy cards was released prior to the chase decks and with the chase decks in mind. It's a good idea to get used to using those features because you'll need it for quick chases.

Players can select cards they want the GM to move or switch.

Important Notes
Many of the cards are automated. They will make rolls, award or remove chase tokens and bennies, and apply and remove effects every round.
Anything that isn't automated is given as text under each participant. There are also toast messages to remind or prompt players about ongoing effects or actions that need to be taken.

Use the Next Actor button to move to the next participants so that card automation is triggered.
Manually moving the turn indicator then using the Next Actor button will trigger card automation every time, so be careful about that.



Post questions here or in Discord. A few people have playtested this and can answer questions. Doswelk even recorded one of those playtests.If you watch that, note that it was a learning session and the bugs were fixed since then.
We Be Goblins (https://www.youtube.com/live/P5CnRk9xqoo?si=woNdzMwJPj9fii93&t=4290)

Stryfe484
May 22nd, 2026, 16:12
Overall, fantastic job on this extension! It runs so smoothly. I can't wait to use this with my group next session. Thank you for making it so easy to run! I do have one thing that may need looked at, however. When running a mock quick chase, my NPC got a Joker with a 7D as the second card. I selected the Joker as the card to play. When hitting the next actor button, the CT sorted the quick chase characters in the correct order except the Joker NPC. It sorted NPC according to the second card (7D) instead of the Joker. It does note that I am using a Joker, but it sorts the initiative per the second card instead of the Joker.

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Mike Serfass
May 23rd, 2026, 01:01
I'm working on this over the weekend.
Along with this, I must figure out how to clearly indicate the player has a joker.
Superimposing a large "J" is intrusive, even if it doesn't appear on the hover over.
Outlining the card doesn't work with all themes (i.e. no color works with all themes).
There's no room to display the Joker along with the replacement card.
I'm going with the border, unless someone gives me a better idea.

Stryfe484
May 23rd, 2026, 02:32
I'm working on this over the weekend.
Along with this, I must figure out how to clearly indicate the player has a joker.
Superimposing a large "J" is intrusive, even if it doesn't appear on the hover over.
Outlining the card doesn't work with all themes (i.e. no color works with all themes).
There's no room to display the Joker along with the replacement card.
I'm going with the border, unless someone gives me a better idea.

I like the way it currently displays, as text under the chase roll button. I think the system just needs to recognize the initiative is based on the joker. Just my 2¢.

dmbrown
May 23rd, 2026, 02:39
Could you show a smaller version of the joker under the replacement card on the far left? Or since you’re supposed to go first with the joker it would be on top and a smaller version of the card replacing it, which in Mathis case would be the seven if diamonds? I am not familiar with the quick chase rules.

Mike Serfass
May 23rd, 2026, 06:26
I thought of that, but there's not enough room to display cards next to each other. I don't want to cramp the CT more than it already is.
Overlapping cards confuse the hover over. It would probably confuse players too.
I put a frame around it. Since frames are set in themes, this shouldn't get lost in the background.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67561
Does this work?

dmbrown
May 23rd, 2026, 17:31
Here are some ideas I had playing off the border, though I don't know what is possible with FG.
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Mike Serfass
May 24th, 2026, 01:19
Thank you, dmbrown!
It's so obvious now.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67586

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67587

dmbrown
May 24th, 2026, 16:43
Glad I could help. I would have it be like Option 1 with white text and black background, but to each their own.

Thanks for all the effort you and Ikael put into the rulesets you two have made it the best VTT to play Savage Worlds. I’ve seen people mention that they use other VTTs for all their games except Savage Worlds, where they use FG.

I am a Frontend Developer now, but was a Graphic/Web Designer before that, so if I can help out with other things let me know.