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)
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)