The Rules You Need
Deadlands uses the core rules from The Savage Worlds Guide. If you're new, read these parts first; this section won't repeat them.
Core Rules
Trait tests, raises, Aces, the Wild Die and Bennies.
Savage Worlds GuideCombat Basics
Action cards, attacks, damage, Shaken and Wounds.
Savage Worlds GuideEdges & Hindrances
How Edges and Hindrances work.
Savage Worlds GuidePowers & Magic
Arcane Backgrounds and Power Points.
Deadlands in 7 Parts
Everything the setting adds, in reading order.
Welcome to the Weird West
Welcome to the Weird West and what makes it tick.
The Weird West
The Disputed Lands, the Great Maze, ghost rock and the Reckoning.
Character Creation
Building a Weird West hero.
Sample Characters
Forty original heroes, solo and in posses of two to six, with a file for the character sheets.
Weird West Rules
Fear, duels, hucksters' hands and the setting's special rules.
Magic & the Supernatural
Hucksters, blessed, shamans, mad scientists and the Harrowed.
The Marshal's Guide
Running the Weird West as the Marshal.
Building Your Weird West
Creating your own corner of the Weird West.
Tools
Setting-specific tools. For dice, use the main guide's roller.