Andrew "Drew" Wood (order #5443398

)
2
Once again the undead menace has surfaced on the streets
of London’s East End. And once again the gentlemen
members of Oakes, the discreet and exclusive London club
are ready to confront that menace. Thought to have been
founded over two hundred and twenty years ago, the club
has given a ‘home’ to gentlemen explorers, adventurers
and hunters and has proven a valuable resource to the ever
expanding British Empire. However, not all adventures
are found abroad, not all hunters travel to exotic climes
to find a worthy prey. For some years now, a deadly
new quarry has appeared much closer to home. In fact a
gentleman has only to travel a mile down Commercial Rd
to find as much sport as he could wish for - fore it is in
London’s slums, its warehouses and docks that this vile
vermin now spread.
Most assume that this undead plague started in disgusting
and overcrowded slums, amongst the unclean dregs of
society - the poor, the unemployed and the incapable.
Some wonder whether the sickness has been brought from
the East, carried in the holds of ships from distant lands.
Others have looked at the constant delving under the
streets of London, the sewers and the train tunnels - the
constructions of a progressive city - but what ancient soil
they dig through? What terrible history does this troubled
earth hold? Has some dreadful danger been released by
the constant delving?
Many theories are discussed but whatever the cause -
the members of Oakes know what they must do. As the
evening draws in and the street lamps begin to glow - it is
time to confront this foe. Outside in the street a carriage
awaits, servants are stowing the hunters weapons and
equipment. An evening of danger and sport awaits - this is
the time that the gentleman of Oakes truly come alive!
Introduction
Gentlemen Prefer Zombies is a game of sporting upper-
class gentlemen and beastly zombies set in Victorian
London towards the end of the nineteenth century. In many
ways this world is the Victorian world described in most
history books. There are no steam-powered flying aircraft
carriers but - hidden away in dark and squalid corners is a
growing plague of shambling living corpses desperate to
satisfy their monstrous appetites.
Each game or scenario is a hunting expedition that takes
our gentlemen hunters away from their usual genteel
surroundings to the grim and seedy hunting grounds of
East London. Here the hunters provide dual service. First
they rid the area of a most dangerous threat and allow the
citizens to go about their business. Secondly they provide
much needed invigoration to their jaded luxurious lives.
The gentlemen hunters are therefore undertaking a noble
task but with a distinct air of competition and rivalry.

What You Need to Play the Game
For players wishing to partake in a little bit of Victorian
zombie hunter they will need a selection of Victorian
figures of which there is excellent availability in the
market, especially in 28mm which is what these rules are
geared for. If players can accumulate a good selection of
Gentlemen miniatures as well as a colourful mixture of
other Victorian characters such as policemen, servants,
tradesmen, children, soldiers, criminals, beggars etc - this
will all add extra ‘flavour’ to the games. Then of course
there are the zombies. In my own collection I have a
number of specifically Victorian zombies but have also
a number of more generic types (dressed in non-descript
rags) that are pressed into service when high volumes of
rotting meat are required.
In addition to the miniatures, players will need a playing
area of modest size, four feet by four feet is usually ample
(but obviously this can be expanded if time and space
allow). Terrain is important in this game and it can be
quite varied. The action usually revolves around buildings
of some sort, these can range from derelict slums, poor
quality housing, jumbled and chaotic warehouses right
up to Victorian mansions. However, sometimes the
hunt will stray into more open ground, large municipal
parks, marshes and graveyards can all be found within
the confines of the city. And of course the river Thames
plays its part - its treacherous muddy banks, it bustling
dockyards - all have been the scenes of numerous zombie
hunts. So plenty of terrain features are needed if players
wish to explore all aspects of London’s hunting grounds!
Other game paraphernalia will be the usual selection of
tape measures or rulers (inches are used in this game) and
dice. Gentlemen Prefer Zombies uses d6 but not buckets
of them. Each player only needs 2d6 - enough to generate
their action rolls and that’s it.
How Many Players
Ideally Gentlemen Prefer Zombies needs three or more
players. One player will be the umpire and two or more
players will be the zombie hunters. It is better if there
are at least two Gentlemen players because this allows
for some sporting rivalry between the two hunters. It is
possible to play the game with quite a few participants. I
have run games with up to eight hunters and the action has
not become slowed or bogged down - although there was
a risk of running out of zombies! It is however
Gentlemen Prefer Zombies
Andrew "Drew" Wood (order #5443398)
3
recommended that players control only one Gentleman
hunter each. It is possible for players to control more
than this but there is a risk that the individuality of each
character will become somewhat diluted.
Creating a Character
The players first task (if they are one of the hunters) will
be to create a Gentleman character. This is not a lengthy
process but is quite amusing and will hopefully help the
players get into the role of whichever upper-class twit
they are playing. Players will be able to create a name
for their character, determine whether the gentleman has
a title or not and then dice for their particular attributes.
A range of typical Victorian weaponry will be available
to the hunters (sorry no electric death-rays) as well as a
considerable array of servants to provide ancillary support.
These will include loyal butlers to reload a chaps weapon,
domestic servants that provide refreshments and grubby
street children that are excellent at luring zombies onto
the guns.
Playing a Character
The most successful games of Gentlemen Prefer Zombies
that I have participated in are not necessarily those with
the best scenarios or the most effective umpire, it is games
where the players really get into character. And when I
say ‘successful’ I do of course mean funny! It is very
hard to take a game seriously when you have characters
with names like Bunny Skeffindon Earl of Spankwhittle
roaming the streets of London - even if they are armed with
an elephant gun! This really is a game where the players
make the difference and the points should definitely go to
the players that can maintain the silliest posh accent.
The Umpire
The Umpire is the player who
controls all of the zombies, all
of the non-player characters
- basically everything apart
from the hunters. The umpire
will need to be very familiar
with the rules and will have
to execute whichever scenario
they are using in the game
(although not all games require
a scenario). The umpire will
of course have the final say
in any rules disputes and will
improvise rules when the game
strays into areas not already
covered by existing rules.
The Hunt
Zombie hunts can be straightforward affairs involving a
group of hunters, a bunch of zombies and a lot of gunfire.
If the hunters survive the expedition, the Gentleman that
scored the most and best kills will be the winner. These are
fun and entertaining games and require little preparation
by the umpire, players just need to gather round the gaming
table with whichever miniatures are required, set out the
terrain and get going.
However, if the umpire has a little more time, a scenario
can be prepared before hand. This can provide the players
with some background material for the hunt, perhaps some
rumours surrounding the events of the undead incursion,
some helpful and not so helpful non-player characters and
a seriously powerful ‘boss’ zombie that must be taken out
if the hunt is to be successful. All of this clearly takes
more time but will lead to more involving and interesting
games.
In the Picture Below
In this exciting excerpt from a recent hunting expedition,
the honourable Ramsey Ainsworth-Swithin is about to
introduce his heavy calibre six shot single action revolver
to the face of the nearest zombie. The redoubtable Ramsey
isn’t sure whether he has got five shots left or four, either
way he will probably resort to his cane to finish the last
couple of zombies off.
The miniatures shown here and in the other pictures are
from the authors collection of West Wind Miniatures -
Empire of the Dead range - and jolly good they are too,
just what you need to create a Victorian zombie hunt!
Gentlemen Prefer Zombies
Andrew "Drew" Wood (order #5443398)
4
A Cast of Characters
If the umpire has created a scenario for the game, this
is likely to include several non-player characters who
will contribute to the action. This might be a helpful
policeman (or not so helpful policeman), a street vendor,
a dock worker, barman or any other of a host of Victorian
characters that could be available. These characters help
to drive the scenario and will test the players skills at
interacting with such persons and how well players can
assess and act upon such information. The inclusion of
these characters should hopefully reign-in some of the
more gung-ho hunters and discourage them from blazing
away at anything that moves.
Rumours
Rumours are an excellent tool that the umpire can use to
deliver information and misinformation to the players.
Rumours can create false leads, send the players off in
the wrong direction, mask the truth, create tensions and
exacerbate rivalries between the players. Rumours are
usually delivered before the game and during it too. Non-
player characters can be used to deliver rumours mid-
game that might provide clues that might aide or hinder
the hunt.
Un-Gentlemanly Behaviour
Most of the time, the Gentlemen that are involved in the
hunt will act in a cooperative and friendly manner.
Yes there is a sense of sporting rivalry, but the prey are
extremely dangerous and so hunters will have to work as
a team if they are to survive.
Unfortunately some scenarios can create a division
amongst the hunters especially if conflicting objectives
are to be achieved. This can lead to dark deeds, robbery,
assault, murder and other distinctly un-gentlemanly
behaviour - which is all good fun and can add an extra
level of uncertainty and intensity to the average zombie
hunt.
In The Introduction
In the rest of this introductory booklet I have included
some sections of the Gentlemen Prefer Zombies rules so
that players can get some detailed knowledge of the game.
I have included the Gentleman’s name and background
generator, the rules for servants and a look at how damage
is handled. These are not the rules in their entirety but
they should give players a good idea about how the game
works. I hope you enjoy the rest of this introduction.
In The Picture Below
In the picture below we can see Godfrey Everard-Foss
going to work on the undead. With the first shot the
zombie has had his arm blown off, with the second shot
the zombie has dropped its guts. “Come on Godfrey old
chap - steady that aim!”
Gentlemen Prefer Zombies
Andrew "Drew" Wood (order #5443398)
Title
Players can use this section to create the names and titles of
their Gentlemen characters. 2d6 will be rolled on the tables
below to determine their title. If the score rolled is nine or
more, the Lord of... table should also be consulted.
Die Roll Title Die Roll Title
2 Colonel 8 Sir
3 Lt Colonel 9 Baron
4 Major 10 Viscount
5 Captain 11 Earl
6 Lieutenant 12 Duke
7 Mr - Prince
First Name
Once players have established their characters title, they
must now select a name. Players can choose one of the
tables below and let the dice decide - and multiple middle
names always add that extra aura of class!
Choose your own Name
Players can choose their characters own names if they
think that they can come up with something sillier than
those listed here. However, players cannot choose to
give their character a title or military rank unless this is
sanctioned by the umpire player.
Add to the List
The umpire and other players should also feel free to add
to the names and make new lists for players to use. I’m
sure that there must be numerous ‘upper-crust’ names that
have not been included. If the name sounds posh - then
add it too the list.
It is a good idea to keep the list of first names longer
than the list of surnames. This means that there is less of
a chance of first name repetition and more of a chance
of surname repetition. In our games we have often had
characters with the same surname which suggests a family
link. This can provide an extra layer of tension especially
if one of the characters is titled and one isn’t. Could one
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The Gentleman’s Name
Die Roll First Name
1 Ramsey
2 Rodney
3 Rufus
4 Rupert
5 Sebastian
6 Spenser
Die Roll First Name
1 Tarquin
2 Theobald
3 Tristan
4 Vincent
5 Wilfred
6 William
Die Roll First Name
1 Binky
2 Squiffy
3 Ducky
4 Bunny
5 Stinky
6 Wiffy
Die Roll First Name
1 Albert
2 Algernon
3 Albion
4 Alexander
5 Archibald
6 Aubrey
Die Roll First Name
1 Baldwin
2 Benedict
3 Cecil
4 Clarence
5 Crispin
6 Cuthbert
Die Roll First Name
1 Donald
2 Edmond
3 Ernest
4 Forbes
5 Gerald
6 Gilbert
Die Roll First Name
1 Godfrey
2 Hadley
3 Hector
4 Horace
5 Ivor
6 Jasper
Die Roll First Name
1 Kendall
2 Konrad
3 Lancelot
4 Lionel
5 Melville
6 Montgomery
Die Roll First Name
1 Neville
2 Norris
3 Oswald
4 Percival
5 Philbert
6 Quentin
Andrew "Drew" Wood (order #5443398)
of the characters be the younger brother who will only
gain the family title on the death of the older brother? This
can of course lead to some interesting dilemma’s!
Surname
Once players have a suitably gentlemanly first name for
their character - they must now choose a surname.
Players can choose their own upper class name or leave it
to chance by using the tables on the following page. The
name can either be a single name or a double-barrelled
name. It is up to the player to choose. Double-barrelled
names (i.e. Bagley-Morgan or Foss-Wibbert) have far
more potential for pretension and silliness and are therefore
highly recommended!
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The Gentleman’s Name
Die Roll Surname
1 Ainsworth
2 Ashby
3 Bagley
4 Bathhurst
5 Botolph
6 Chickering
Die Roll Surname
1 Crumley
2 Dunstan
3 Everard
4 Foss
5 Gifford
6 Goodrich
Die Roll Surname
1 Heaton
2 Huntington
3 Kennit
4 Lamport
5 Lawley
6 Morgan
Die Roll Surname
1 Newsome
2 Newbury
3 Osborne
4 Plimpton
5 Randal
6 Reese
Die Roll Surname
1 Rollins
2 Rowley
3 Sheldon
4 Skeffindon
5 Swithin
6 Tremaine
Die Roll Surname
1 Thistle
2 Vaughn
3 Waldgrave
4 Wibbert
5 Wickham
6 Young
Die Roll Lord of...
1 Twiddlefield
2 Lillyford
3 Brockelswad
4 Grettiwick
5 Splashing
6 Norithorpe
Die Roll Lord of...
1 Burket
2 Clitherith
3 Plumhaven
4 Demellons
5 Chitburn
6 Spankwhittle
Lord
If the Gentleman is ‘titled’ i.e. they are a baron, viscout,
earl or duke, players will need to find out what their
character is lord of - for example Baron Bathhurst of
Spankwhittle.
Again, players should feel free to add as many bogus and
ludicrous titles to these lists as they can think of. Hunters
can in theory include members of the royal family (duke/
prince) but only with the permission of the umpire.
Die Roll Lord of...
1 Oggletworp
2 Fannyham
3 Spiggleton
4 Flarpbury
5 Crapeville
6 Gropeley
Die Roll Lord of...
1 Griddlewallop
2 North Dicker
3 Uglywick
4 Vegiswet
5 Trickling
6 Swellbury
Die Roll Lord of...
1 Fuddleburn
2 Miggleslump
3 Throbhall
4 Gristleslip
5 Mukwickley
6 Handiwabble
Die Roll Lord of...
1 Muchitching
2 Wartnoodle
3 Ballydally
4 Fingygrease
5 Crotchwhistle
6 Rhotgusset
Andrew "Drew" Wood (order #5443398)
Military Rank
If the Gentleman has a military rank, players might like
to determine which regiment they serve in. Players can
choose a unit or simply pick a table below by rolling 1d6.
Players will note that the gentleman is likely to be serving
in one of the guards regiments - almost a prerequisite for
Oakes membership.
Gentlemen hunters of more advanced years can still
have military ranks but might have retired from
active military service so players need not worry if the
miniature representing their character has a more elderly
appearance.

The Gentleman’s Name
Die Roll Horse Regiments
1 Any Line regt
2 Royal Horse Guards (the Blues)
3 Royal Dragoons
4 Royal Scots Greys
5 Queen’s Dragoon Guards
6 Life Guards
Die Roll Honours
2 Commander of the Most Honourable Order of the Bath
3 Commander of the Most Honourable Order of the Sink
4 Gentleman is not the right sort of chap to receive an Honour
5 - 7 The gentleman has not yet received an honour
8 Gentleman may receive an honour - test again next game
9 Companion of the Wooden Cross
10 Companion of the Grand Cross
11 Grand Scout of the Hunt
12 Order of the Garter (gentleman must be a lord, if not - roll again and ignore this result if it comes up again)
Die Roll Foot Regiments
1 Any Line regt
2 Any Line regt
3 Kings Royal Rifles
4 Coldstream Guards
5 Scots Guards
6 Grenadier Guards
Honours
Most Gentleman strive to be honourable chaps and some
even get rewarded for it. The final stage when creating the
Gentlemans name is to test to see whether any additional
honours have been acquired by the Gentleman. If an eight
or more is rolled when testing for the characters Title or
a score of five or less was rolled, the player gets a chance
on the Honours table. Do these honours have an practical
use? No not really, they enhance the prestige of the
Gentleman - but do not make him a better shot.
Ancestry
This section is optional and has no real bearing on the
game but can provide a gentleman with extra reasons to
feel superior. Ancestry shows how far back the character
can trace their name through history and when the family
rose to prominence (i.e. gained wealth or hereditary
titles). If characters share the same surname but different
Ancestry, the families are obviously unrelated and the
family from the lower orders will be shunned.
Die Roll Ancestry Description
1 - 2 Very new money Sudden accumulation of wealth through industry, trade or marrying an American heiress
3 Civil War winner Backed the eventual winning side in the Civil War (Charles II)
4 New money Elizabethan wool producer/pig farmer made good
5 Reformation Bonanza Supporters of Henry VIII and beneficiaries of cheap monastic land sell-off
6 Norman Norman invaders who settled in England in 1066 or soon after
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Andrew "Drew" Wood (order #5443398)
Servants
8
Hunting expeditions can require a fair amount of equipment
and additional manpower to ensure that they are a success.
For this reason, hunting parties will include a number of
servants. These are insignificant creatures in themselves
but they do provide a valuable service. Servants are
represented by a single servant figure. This single figure
represents all of the underlings that have come along on
the hunt. There are number of different servant types that
are available.
Butler
Butlers can be an invaluable addition to a hunt and provide
an essential and yet discreet service to the Gentleman.
Although this servant does not use any weaponry,
they carry back-up weapons for their masters. When a
Gentleman figure is within one inch of the servant figure,
the player can call for the butler and the butler will reload
the Gentleman’s weapon. This means that the Gentleman
does not have to trouble himself with the tiresome process
of reloading.
Domestic
These are domestic servants that will provide refreshments
to the hunters, including sustaining food or reviving drinks
or other comforts from home (smelling salts, pomander,
tobacco etc). When a Gentleman is within one inch of the
servant figure, 1d6 is rolled on the Gentleman’s Relief
table below. A Gentleman cannot spend more than two
consecutive turns getting relief from a domestic. Two
turns is amply time to take refreshment and then get back
to the hunt (otherwise comments about being ‘tied to the
apron strings’ are likely).
Die Roll Gentlemans Relief
1 One inch move bonus (per action on movement) next time the Gentleman moves which lasts one turn.
2 Shooting Factor bonus next time the Gentleman shoots (i.e. factor four becomes three), lasts for one turn.
3 Combat Factor bonus next time the Gentleman fights (i.e. factor five becomes four), lasts for one turn.
4 Gain an extra attack in close combat the next time the Gentleman enters close combat, lasts for one turn.
5 Gain one Stiff Upper Lip point (to be used at any time).
6 Regain one lost life point.
Flusher
It is not unusual for zombies to lurk in cramped and dark
places - places that do not offer the most ideal of hunting
conditions. For that reason, hunting parties often include
‘flushers’ - young and nimble children who can be sent
into these dark places to lure the zombies onto the guns.

If a zombie entry point has been found and the servant
figure is within six inches of the entry point. A Gentleman
can order a flusher into the hole. The Gentleman figure
must be within one inch of the servant figure to do this. The
umpire will then roll 1d6 and refer to the table below.
Die Roll Flusher Results
1 Is killed or lost forever.
2 Does not come out, roll again next turn.
3 Screams and runs out.
4 Returns and could not see anything.
5 Returns and reveals that there are 2d6
zombies in the cavity (whether this is true or
not is another matter). The umpire will know
exactly what is in the entry point.
6 Flusher returns and describes exactly what is
in the entry point.
Mud Lark
Mud Larks make their living savaging along the cities
riverbanks for lost or discarded items that they can sell.
They have an excellent knowledge of their environment
and are familiar with tide times and know which areas
of treacherous mud to avoid. Mud larks are essential for
hunting expeditions along the cities rivers.
When hunters are moving across such terrain and they
encounter movement difficulties (lose direction, get
stuck in the mud etc) - the mud lark can be employed. A
Gentleman figure must be within one inch of the servant
figure to do this. 1d6 is rolled and the table below is
referred to.
Die Roll Mud Lark Results
1 Mud Lark drowns.
2 Difficulty continues, roll again next turn.
3 - 4 Difficulty overcome at start of next turn.
6 Difficulty overcome immediately.
Plugger
The undead ‘vermin’ often gain access from their
subterranean world into the land of the living through
small holes. It is these grim apertures that the hunt needs
Andrew "Drew" Wood (order #5443398)
9
to deal with. For this reason, pluggers often accompany
Gentlemen on their expeditions. These useful fellows are
adept at filling, closing and generally blocking-off such
openings.
If a zombie entry point has been found and the servant
figure is within six inches of the entry point. A Gentleman
can order a plugger to fill the hole. The Gentleman figure
must be within one inch of the servant figure to do this. The
umpire will then roll 1d6 and refer to the table below.
Die Roll Plugger Results
1 Plugger runs off never to return.
2 - 3 Begins work, roll again next turn.
4 Hole will be closed at the start of next turn.
5 - 6 Hole closed immediately
Players should note that if the work is not carried out
immediately, there is every chance that the noise created
by the work will attract the attention of the undead. The
umpire might consider that larger holes will require two
or more turns of successful plugging to block them.

Tosher
Toshers are scavengers who ply their trade in the sewers
of London, looking for bones, rope, coal, nails etc.
Experienced toshers have an excellent knowledge of
these subterranean passageways, areas where zombies
frequently lurk.
When hunters are moving through sewers and other
such underground terrain and they encounter movement
difficulties (lose direction, get stuck in a hole etc) - the
tosher can be employed. A Gentleman figure must be
within one inch of the servant figure to do this. 1d6 is
rolled and the table below is referred to.
Die Roll Tosher Results
1 Mud Lark runs off never to return.
2 Difficulty continues, roll again next turn.
3 - 4 Difficulty overcome at start of next turn.
6 Difficulty overcome immediately.
Using Servants
Gentlemen are so used to giving commands to servants
that it doesn’t take any actions to do this. If a Gentleman
figure is within one inch of the servant figure, a servant
can be ‘activated’. These actions are described above. The
servant figure can be activated no more than twice per
turn. A gentleman cannot command a servant more than
once per turn.
Servant Movement
The servant figure can move up to eight inches per turn.
Only one such move can be made per turn. The Master of
the Hunt will control the movement of the servant figure.
The movement will occur during the Gentleman’s phase
of the turn and can happen at any point during that part of
the turn. The servant figure cannot be moved into contact
with a zombie figure.
Risk to Servants
If a zombie figure (or figures) move into contact with the
servant figure, there is a risk to the expeditions servants.
The umpire does not have to test to hit the servant (as
would be required in combat against a Gentleman), the
umpire simply rolls 1d6 and refers to the table below.
Die Roll Risk to Serants
1 Servants are destroyed, place three new
zombies within one inch of the servants. The
servant figure is removed.
2 The servants are getting mauled, two new
zombies are created. Place new zombie
within one inch of the servants. The attack
continues next turn.
3 The servants are getting chewed, one new
zombie is created. Place new zombie within
one inch of the servants.
4 The servants fend off the zombies this turn,
test again next turn. The attack continues
next turn.
5 The servants evade contact and move up to
eight inches away from the attackers.
6 Servants fight back, one zombie is
destroyed.
Note, the number of new zombies created that turn cannot
exceed the number of zombies in contact and fighting
with the servant. If a Gentleman contacts a zombie that
is in contact with a servant, the zombie will automatically
turn to face the Gentleman (and will not count as attacking
the servants).
If the servants do not break contact with the zombie
attackers, the combat will continue next turn (tested for
in the zombies phase). Servants cannot provide a service
to their masters when in combat. If the servant figure
is destroyed, all servants are lost and cannot participate
further in the hunting expedition. Players should not worry
however, plenty more servants can be found for the next
hunting trip.
Servants
Andrew "Drew" Wood (order #5443398)
Damage to Zombies
To determine the results of the hit from either shooting or
close combat, the umpire turns over the wound card on
the top of the deck to reveal the location and severity of
the hit.
Head
The Wound Card below reveal the different damage
effects that can occur. The top line indicates a head hit.
The damage is explained below.
Second Line: push-back result, figure is moved back one
inch. If a figure is in the way, the pushed-back figure is
moved behind the blocking figure (or figures). The blood-
mark on this line reveals that the second line is where
the damage has been inflicted. Note, if the weapon has
a damage bonus, the blood-mark would be shifted to a
lower line (thus causing more damage).
Third Line: two push-backs (total of two inches) and a
wound. A head wound for the zombie is a risk. The umpire
rolls 1d6, if the score is the same as the number of head-
wound results (or less) - the zombie is destroyed.
Fourth Line: two push-backs, one knock-down (the foot
symbol) and a wound.
Fifth Line: three wounds (the umpire must roll more than
three or the zombie is destroyed).
Sixth Line: zombie is destroyed and is removed from
play (and hopefully quickly rotated back into action!). If
damage is from a shotgun or heavy calibre weapon - head
explodes!
Chest
The Wound Card below indicates that a chest hit has been
inflicted on the zombie.
Third Line: one push-back (one inch) and a wound. A
chest wound for the zombie can be a risk. The umpire rolls
1d6, if the score is the same as the number of chest-wounds
(or more) - the zombie is safe. If the score is lower - the
zombie is destroyed. On this line, the zombie is safe.
Fourth Line: two wounds, the zombie will be destroyed
if the umpire rolls a one. If this occurs, this results in a
fatal neck hit to the zombie.
Fifth Line: three wounds, the zombie will be destroyed if
the umpire rolls a one or two. The blood-mark on this line
indicates that this is the damage inflicted by this card.
Sixth Line: a catastrophic neck hit destroys the zombie
(head blown off if shotgun or heavy calibre weapon).
Guts
The Wound Card below indicates that a hit in the guts is
on-the-cards.
Second Line: the blood-mark indicates that the second
line is the location for the damage. Fortunately for the
zombie - this represents no damage.
Third Line: one push-back (one inch) and a wound. A gut-
wound for the zombie means that the zombie may ‘drop
its guts’. The umpire rolls 1d6, if the score is the same
(or less than) the number of gut-wounds - the zombie has
‘dropped its guts’. A ‘guts’ marker is placed next to the
zombie but apart from this the zombie still functions.
Fourth Line: one push-back, one knock-down (the foot
symbol) and two wounds. The zombie figure is knocked
over and the umpire tests to see whether the zombie ‘drops
its guts’.
Fifth Line: knock-down and three wounds, the zombie
figure is knocked over and the umpire tests to see whether
the zombie ‘drops its guts’. A score of four or more ensures
gut retention.
10
Shooting Damage to Zombies
Andrew "Drew" Wood (order #5443398)
11
There were several ideas behind this game. First I wanted
a very visceral gaming experience, I wanted bits of zombie
flying all over the place - arms and legs flying through the
air - and guts all over the floor. Rather than rely on our
imaginations, I have recommended that players create their
own counters using severed zombie limbs and copious
quantities of blood and zombie goo. These markers are
integral to the rules as they represent non-lethal damage to
the undead and will greatly impair their performance. So
visually the game should look bloody and grim - which is
of course just what you want for a zombie game.
My next consideration was for fast and slick game play.
I didn’t want players worrying too much about checking
with the rules, the action needs to be fast and exciting.
Without going into too much detail, all players have to
do is roll 2d6 for anything they want to do in the game
be that moving, shooting, reloading, fighting, talking etc.
The number needed for success starts off low for the first
action but increases with every successful action taken
(so things get progressively harder). A failed action roll
means the end of that characters activation for that turn.
The process is then repeated in the next turn. When the
action roll is made by the player, no more dice are needed.
This means that actions can be taken quickly, although
the thought process behind each action might take a bit
longer!
One of my favourite aspects of the rules is the way
that damage is worked out. When a player makes a
successful action roll to hit with shooting or in close
combat, the umpire player turns over the top damage
card from the damage card deck - this will denote the
actual location of the hit (head, guts, arm etc), it will
denote the severity of the damage and the effects on
the target. Using this card system means that players
do not have to make additional die rolls to check for
hit location or damage severity. This has proved to be
a very fast and satisfying way of resolving damage.
Of course, the type of weapon used will modify the
effects on the damage cards and of course - head
shots tend to be very troubling for the undead!
I had several reasons for choosing the Victorian era
for my zombie game. It is of course a popular period
at the moment and there are quite a few good quality
miniature manufacturers out there at the moment
providing an excellent choice for gamers - including
actual Victorian zombies!
I also liked the weapon technology of the Victorian
era. There are the beginnings of good quality reliable
firearms including revolvers and lever action weapons.
There are still single shot weapons such as percussion
rifles but there is also some early magazine weapons. So
its an interesting time of weapons transition - weapons are
reasonably effective but not too effective.
What also interested me about the Victoran era was the
social and geographical aspect of the period. Victorian
London was going through a period of great change. There
was incredible wealth and intense poverty living side by
side. There was real fear among the upper classes of the
great mass of under-privileged humanity that surrounded
them - fear of the diseases they might spread and fear of
revolution that might break out. And of course London is
a great locale for the game with all its variety of settings
from mansions to sewers, from dockyards to municipal
parks and along the muddy banks of the Thames. Wherever
the scenario is set - the zombies are out there and they
need hunting down!
In conclusion, I would say that Gentlemen Prefer Zombies
is a game that is fast, easy to play, scary (it can be quite
hard to survive in!) but is also a lot of fun. The way that the
Gentlemen characters are designed gives players plenty of
scope to get into their backgrounds and act and sound like
hideous caricatures of the upper classes - and this often
results in some absolutely hilarious games!
GPZ Game Design
Lord Plimpton of Muchitching and Rose
Andrew "Drew" Wood (order #5443398)