I must have missed this somehow, but a while ago I mentioned writing something for the One Page Game Jam:
https://deathzap.co.uk/2023/04/07/1-page-game-jam-ideas/
After much silliness a friend and I put something together we called Incarn28. I’ve posted a little about it before:
https://deathzap.co.uk/2023/05/01/weird-and-wonderful-warbands/
https://deathzap.co.uk/2023/05/08/the-most-insane-one-page-rules-ever/
https://deathzap.co.uk/2023/05/13/the-eyes-above-an-incarn28-story-battle-report/
I’d really recommend checking out the Game Jam, there’s a lot of really cool and interesting ideas in there.
of really cool and interesting ideas in there.

The game jam itself can now be downloaded for free from Wargame Vault here:
https://www.wargamevault.com/m/product/441677
As far as Incarn28 is concerned my friend and I still dip into the Google Doc on occasion, and it’s since grown from the 60 Fleshtypes (classes) in the Game Jam version to 100, which is rather insane especially considering you can take up to 5 classes on any one character which gives around 9 billion builds even before you consider adding in skill levels, toughness and additional items.
The rules in there current state are somewhat difficult to understand on first read, this is largely down to the number of abbreviations to get everything to fit on the one page. Anywho, here is the latest version:

CORE RULES
All distances are measured in CMs. The playing area is 60×60. Players roll off & the higher roller chooses a board edge and deploys their gang within 10 of that edge, then the other player deploys opposite. Each player rolls for two objectives, their objectives must be different, if you get the same objective reroll both dice. The player that achieves their objectives first wins the game. A twist is also rolled for. Any additional incarns (minis) or objects for objectives and twists are then deployed, higher roller going first.
The game is divided up into rounds. Roll off to determine who goes first in each round. Players alternate activating one incarn each, each is activated once per round. When a player has activated all their incarns their opponent activates any remaining. Then the round is over & a new one begins. When activating, select an incarn & make an Activation Roll (ACT-R) using their Action die. The result is the no. of Actions (ACs) the incarn has. If the incarn is stunned half their activation roll after modifiers (round down halves), at the end of their current activation they are no longer stunned.
MORALE: If half or more of your starting no. of incarns have been slain then an ACT-R of a 1 or less is a rout, remove the incarn from play, they count as slain.
For 1 AC the incarn can move 5. An incarn cannot move through an enemy & should use terrain in a way that makes sense. Regardless of modifiers an incarn can always move at least 2 per AC. For N ACs an incarn can make an attack of N strength against the closest visible enemy in range. An incarn can only make a single attack per activation. Make an Attack Roll (A-R) with a D6 per point of strength the attack has scoring a success on a 3+. Regardless of any rules a natural 1 fails & a natural 6 is a critical success (counts as 2 successes). The no. of successes is the Attack’s Damage (AD).
Your opponent makes a Defence Roll (DF-R) using the target’s defence die, adding a D6 if they are partially obscured from the attacker. If the total rolled is less than the AD the target is stunned, if less than half the target is slain remove them from play. The target is slain if the Action die is a natural 1. If a stunned incarn is stunned again they are slain. Some incarns have Special Attacks (SP-A) which allow them to make an additional attack per activation or in certain circumstances. To resolve a special attack, roll the indicated die, this the AD, then the target makes a DF-R as normal.
INCARN CREATION
First decide the faction of your gang – Court, Schism or Sacrosanct.
THE COURT
The Court stands for order in the Fleshage. They place strict restrictions on Carnomancy and enforce their laws with brutality and violence. They believe that if humanity stands any chance of ascending into the pantheon they must be controlled and have their desires focused into a singular utilitarian purpose, or else degrade and devolve into chaos and barbarism.
All Court incarns get +1 to their D-Rs (defence rolls).
THE SCHISM
Opposed to the Court and the gods themselves the Schism represents rebellious humanity. While greatly outnumbering the Court, Schism forces lack the unity required to wrestle control from the Court. Power within the Schism is held by a number of Barons and Warlords, each fighting each other as much as they fight the powers that be.
All Schism incarns get +1 to their ACT-Rs (activation rolls).
THE SACROSANCT
The Sacrosanct is an amalgamation of ancient religious orders, natural philosophers and occultists. The Sacrosanct seek to understand the limits of Carnomancy if indeed there are any. They find a renewed purpose in each new abomination that is grown in their laboratories of twisted bone and meat.
All Sacrosanct gangs can have up to 4 of each Fleshtype, whereas other gangs can only have up to 3.
A standard game is played at 50 Bones (Bs) & players can have up to 20 incarns. Select a skill level for your incarn; this determines their Action Die.
Roach – D4, 1B.
Rabble – D6, 2Bs.
Regular – D8, 3Bs.
Blooded – D10, 4Bs.
Chosen – D12, 5Bs.
Demigod – D20, 8Bs.
Then select the toughness of your incarn; this determines their defence die.
Weak – D4 1B.
Light – D6, 2Bs.
Medium – D8, 3Bs.
Hardened – D10, 4Bs.
Heavy – D12, 5Bs.
Immortal – D20, 8Bs.
An incarn is then given a single Fleshtype for free and they can have an additional Fleshtype for 2Bs up to a maximum of 5 Fleshtypes in total. An incarn cannot have the same Fleshtype twice and you cannot have more than 3 of each Fleshtype in your gang (Sacrosanct gangs can have up to 4).
FLESHTYPES
Where an incarn has two or more ranges use the single highest. If no range is listed, their range is 0.
1) Aberrant
If their ACT-R after modifiers is even, half it, if odd double it.
‘While violence seems to be the path most of our lives take in the Fleshage, few are as unpredictably violent as the Aberrants.’ The Memoirs of Guardmaster Skreed
2) Adept
These Incarns still score critical hits on a natural 6, but also on a 5+ when attacking enemies in base contact.
‘Physical force stored in a dense network of powerful musculature once unleashed with the correct technique can punch through even the thickest of armours.’ Sensei Shigura’s Thousand Fists of Flesh
3) Alchemist
Range 10. Once per activation make a SP-A D8 against an enemy within 10.
‘While many arts were lost at the dawn of the Fleshage some long lost arts were recovered.’ Glottis’ Urguide
4) Ancestor
Roll 2 dice for this incarns ACT-R and select a single result.
‘In ages past, with time came weakness and ill health, in the Fleshage with time comes the perfection of form.’ Elder Kondoth
5) Architect
Once per activation select a piece of terrain within 20 and make an SP-A D8 against an enemy within 10 of that terrain.
‘From flesh I build and for flesh I ascend, such is my art and such is my purpose.’ B’bob the Architect
6) Archivist
When your opponent has completed an objective, this incarn and allies within 5 get +3 AD.
‘Knowledge is a sin, leading only to damnation of the spirit and death of the mind.’
On the Curse of Knowledge by Saint Reeva
7) Assassin
Critically hits on a natural 5 or 6, additionally Assassins are not deployed as normal but are put anywhere in play before their first ACT-R in the first round.
‘I don’t see any reason to be worried.’ The final words of Alchemaster Kinith
8) Automaton
Ignores being stunned.
‘I have enucleated emotion, eviscerated my humanity, forgotten what it is to feel pain, I no longer enjoy pleasure. I am the simplicity of the drone.’ Unknown Automaton
9) Avenger: +1 to their AD per slain ally.
‘Blood for blood, bone for bone, spleen for spleen.’ Warlord Balrath
10) Berserk
-2 to their A-Rs but double their AD.
‘Let not rage blind you, nor anger bind you, but let the bloodsurge empower you further’ Sensei Shigura’s Thousand Fists of Flesh
11) Blademaster
When an enemy attacks them, after the attack is resolved, make SP-A D8 against that enemy.
‘I am all, I am one, only in death am I undone.’ The Lost One by Kushaki Mitanara.
12) Bleeder
At the end the fourth round this incarn is slain and slays any incarn in base contact with it.
‘Security has become an impossibility, how can I guard the Lord from harm when anyone can turn any part of themselves into any form of weapon at any time?’ Enforcer Captain Durgis.
13) Brigand
Range 15. Instead of being deployed as normal this incarn can be placed in base contact with any piece of terrain.
‘With the dawn of the Fleshage, the pirate gangs of Captain Castille shifted their plunder from gold to hunks of meat. They would wait for an unsuspecting family to fall asleep, break into their home and run off with their limbs.’ Glottis’ Urguide
14) Brutal
This incarn gets +4 to their ACT-R if within 5 of an enemy.
‘I can smell the blood of my prey, sadly it is still inside them.’ Anon
15) Butcher: This incarn gets +2 to A-Rs and +2 move per AC.
‘Once the world was made of meat alone the humble butcher became Lord, Master and King.’ Glottis’ Urguide
16) Carrion
When an enemy is slain within 10 this incarn can immediately perform a SP-A D8 against another enemy within 10.
‘Feast my children, gorge yourselves on the meat of men, for they that walk the ordered path are our prey!’ Warlord Ukkral after The Battle of Gorrik’s Pass
17) Cerebroid
This incarn gives you +1 in the roll off at the start of a round to determine who activates first.
‘The flesh is only as fast as the mind. Grow the mind, grow the flesh.’ Principles in Carnomancy
18) Cipher
Non-Cipher Enemies within 5 count as having no Fleshtype.
‘There once was a golem from Zuur
that tried to give alms to the poor
but one was a cipher
who pulled out a knife and
wet the road with his gore.’
The Limericks of Lennoth
19) Defecator
Once per activation place a pile (25mm round) within 5. Enemies suffer a -1 to their ACT-Rs for each pile within 5.
‘The Court held particular value for those blessed of the form that could expel flesh as an old world heathen would expel waste.’ Book of Courts 2:19, Carna Libra
20) Eclipse
This incarn counts as the closest visible enemy to any enemy it is visible to.
‘The burning star illumines darkness, the burning flesh illumines evil.’ The Wisdoms of Turik-Ma
21) Elegant
This incarn gets +1 to their ACT-R. +2 move per AC. -1 to enemy A-Rs against them.
‘Observe the ballerina! She trades in her life for a moment on the stage, pays with time to display the perfection of her form. It is beautiful, but beauty retreats while the sand in the hourglass falls.’ The Psychopomp and the Fool, Act 3, Scene 1.
22) Elemental: When stunned from an attack they are slain, if not slain the attacker is stunned instead.
‘Meat that will not slice, bodies that cannot bleed, where’s the fun in that?’ Goremeister Snuth
23) Empath: When an enemy within 10 is stunned by an ally, this incarn can immediately stun a different enemy incarn within 10.
‘Good manners cost nothing. Poor manners, a finger or two.’ Matron Skillith
24) Enforcer
When an enemy incarn within 5 uses one of their fleshtypes to do anything perform an SP-A D6 against that enemy.
‘I am the last of the law, pity me my burden.’ Lawlord Cana
25) Enigma
When this incarn activates instead of their ACT-R you can choose to roll a D6, on a 1-4 this incarn does nothing and counts as having activated. On a 5+ the round ends.
‘Weep not for what you have lost, but what you have now gained.’ Book of Beginnings 3:18, Carna Libra
26) Ethereal
Critical hits against this incarn count as one less success.
‘What the flesh?’ Anon
27) Executioner
When this incarn stuns an enemy they are slain instead.
‘I cannot trust a creature that does not relish in the deaths of their enemies. I hate his unchanging eyes, staring boldly through his black cowl. Why does he kill if not for pleasure?’ The final words of Baron Ansello Ordo
28) Exhumer
When an enemy within 5 is slain, roll a D6 and on a 5+ that incarn is not slain but joins your gang.
‘To come face to face with the gibbering and twisted flesh of your fallen allies is battlefield blasphemy, it is the desecration of honour!’ The Memoirs of Guardmaster Skreed
29) Fallow
If their ACT-R after modifiers is odd, roll 2 dice per point of strength their attack has in that activation, if even, they can do nothing with this activation.
‘The warriors of the East Winds didst fight in a fashion most unorthodox. They bade their time and struck with the uttermost deftness. They slew many of our kin from Abeth-Shor to Abeth-Nerioth.’ The Annals of the Kings of Ur
30) Flagellant
This incarn gets +4 to their ACT-R but they stun themselves with a natural 1.
‘Some flinch when wracked with pain, but the pain gives me focus, reminds me of my purpose. I am to deliver pain unceasing.’ Anon

31) Fool
-1 to visible enemy ACT-Rs.
‘What manifestation of mausoleic mirth is this?’ The Psychopomp and the Fool, Act 1, Scene 1.
32) Gargoyle
For 3 ACs this incarn can turn to stone or if stone can turn back to normal. While stone this incarn cannot attack or be attacked.
‘I must say, the sculptor has reached the heights of perfection! They appear so lifelike, as if they could leap from their plinths and attack at any moment!’ The final words of Lady Aplene Fayer
33) Gasser
When this incarn activates enemies within 10 suffer a SP-A D4.
‘One weight flour, two weights sunroot, one weight brimstone’ Feasting with Fizzledrix
34) Gaunt
This incarn gives -2 to enemy ACT-Rs and D-Rs within 10.
‘A solitary spectre approaches, should I cast it down or grant it passage to the realms above?’ The Psychopomp and the Fool, Act 2, Scene 1.
35) Golem
This incarn is only slain when their DF-R is less than a third of the AD. They will still be slain on a natural 1 regardless.
‘Blood and clay, ash and bone, spirit and dust.’ Book of Canticles
36) Gravedigger
When an incarn within 5 of this incarn is slain, move any incarn to within 5 of this incarn.
‘Come! When the grave calls you always answer.’ The Psychopomp and the Fool, Act 2, Scene 5.
37) Grenadier
Range 15. When this incarn attacks an enemy all incarns within 5 of the target are also hit by an attack with half the AD of the original attack.
‘Limbs ablaze, gore scattered to the winds, poetry in motion.’ Master Bomb Maker Tick
38) Grudger
When your opponent has completed an objective, roll a D6, on a 4+ stun an enemy within 20 of this incarn.
39) Guard
+1 to their ACT-R for each ally within 5.
40) Gunner
Range 30. +2 to A-Rs when attacking an enemy outside of 10. Any visible incarn within range can be targeted.
41) Gunslinger
Range 15. Can attack more than once per activation.
42) Haruspex
After deployment and before the first round you can move all of your incarns 5. If both players have this fleshtype the higher roller goes first.
43) Hermit
When this incarn activates, use their activation to activate an ally within 5 even if they have already activated this round.
44) Hive
When slain, place 3 new ally roach worms within 5.
45) Hollow
Enemies within 5 of this incarn count as slain for the purposes of morale.
‘In the reign of King Hegimore, all flesh didst recoil at the men of the Shanter Mountains.’ The Annals of The Kings or Ur
46) Homonculist
Once per activation this incarn can summon a new allied Roach with no fleshtype to within 5.
47) Hunter
Range 20. Critically hits on a natural 6 but also on a 6+.
48) Iconoclast
Once per activation roll the Action Die of an enemy within 10, on a natural 1 that enemy is stunned.
49) Illusionist
When this incarn or an ally within 5 are attacked, before making a DF-R, roll a D6, on a 4+ ignore the attack.
50) Imp
Enemies within 5 count as having no items and if their ACT-R is a 1 or less are stunned.
51) Inseminator
Once per game for 1AC select an enemy within 20. When that enemy is slain, place a new ally with a random skill level and fleshtype within 5 of it.
52) Lastborn
When this incarn is slain roll a D6, on a 1-3 it is slain as normal, 4-5 it is slain and does a SP-A D8 against the attacker and on a 6 it is not slain and does a SP-A D8 against the attacker.
53) Leech
This incarn can use the die of an ally within 5 for their ACT-R.
‘I will sit by my Master’s side, I appear subservient, but I will use them as much as they use me.’ Epiglot Valgus Vrink
54) Lycan
Spend 6 ACs to become a Chosen, Heavy, Butcher, Strigoi with no items for the rest of the game.
55) Masochist
+N to their ACT-Rs. N = no. of enemies within 10.
56) Melter
When this incarn attacks draw a straight line 15 long from the attacker through their target. All incarns the line passes through are hit by the attack. The closest taking full AD and each successive incarn taking half.
‘Once the light within has been properly harnessed it can be expelled from any bodily orifice to devastating effect.’ Sensei Shigura’s Thousand Fists of Flesh
57) Mindguard
When an ally within 10 is stunned roll a D6, on a 4+ that ally is not stunned, on a 1-3 stun this incarn instead.
‘Fear the mind sucker, the thought eater, the brain…’ Anon
58) Mimic
This incarn can count as having a fleshtype of any incarn within 10.
59) Mulligan
This incarn can slay themselves for N ACs, when slain in this way move N incarns to anywhere in play.
60) Narcissist
After this incarn has activated, roll a D6 and on a 5+ this incarn can immediately activate again.
‘I have spoken with death, and I have informed him that I am far too important to take from this world.’ King Crassus

61) Nightmare
All incarns within 5 use D4s for their ACT-Rs instead of their normal die.
62) Node
This incarn & Allies within 10 get +10 range.
‘Oh wonderful eyes left by the gods, chosen in glory. What lies we see.’ The Prayer for Sinful Flesh 1:5, Carna Libra
63) Occultist
Saves unspent ACs to use in later activations.
64) Oculophage
Range 20. When attacking anything within range is visible and never counts as having cover.
‘Mother said eating sunroot would make my vision better, but I found the eyes of my enemies to be far more effective.’ Anon
65) Overseer
You can reroll one die to choose your objectives.
66) Pacifist
When an enemy within 5 attempts an attack roll a D6 and on a 4+ they cannot attack this activation.
67) Pandemoniac
When this incarn stuns an enemy, randomly select one of that enemy’s fleshtypes and replace it with a random fleshtype.
68) Paragon
This incarn gets +1 AD for each fleshtype they have.
69) Parasite
If an enemy’s ACT-R within 5 after modifiers is 10 or higher they are stunned.
70) Pest
Whenever a D8 is rolled this incarn can immediately move 5.
71) Poltergeist
This incarn can attack terrain items, but instead of damaging them can move them a distance equal to their AD.
72) Priest
For 1 AC this incarn can un-stun a visible ally, additionally +1 to D-Rs for this incarn and allies within 10.
‘The holy flame burns brightly still, you cannot quench its fire, we walk with the gods.’ Book of Canticles
73) Proximate
When this incarn moves, all allies within 5 also move, keeping their position relative to this incarn.
74) Puppeteer
Once per activation move this incarn or any incarn within 10 to anywhere else within 10.
75) Pyromaniac
Enemies attacked by this incarn are set on fire. Any time an incarn on fire activates they are hit by an SP-A D4. An incarn can spend 3 ACs to put themselves or an ally in base to base contact out.
76) Reclaimer
When an ally within 10 is slain, roll a D6, on a 5+ that incarn is not slain, on a 2-4 they are slain as normal and on a 1 this incarn is also slain.
77) Relictor
If half or more of your starting no. of incarns have been slain then double this incarns ACT-Rs after modifiers.
78) Sadist
+1 to their ACT-R per slain enemy, the enemies do not have to be slain by this incarn.
79) Screamer
When this incarn attacks you can move the target 1 per AD.
80) Sentinel
This incarn and its allies within 5 add D6 to their DF-Rs.
81) Shadow
When in base contact with an incarn, spend 3 ACs to move into base contact with any other incarn.
82) Sharpshooter
Range 40. Any visible incarn within range can be targeted.
83) Smasher
When this incarn moves into base to base contact with an enemy, that enemy is hit by an SP-A with AD equal to the no. of ACs spent this activation to move this incarn into base to base.
84) Soldier
Range 20. +2 to their ACT-R.
85) Soothsayer
This incarn and allies within 5 can reroll their DF-R. The second result stands & cannot be rerolled.
86) Spite
When this incarn is slain, each enemy within 5 is hit by a SP-A using the Spite’s Action Die.
87) Spy
Enemies treat spies as allies until the spy attacks or there are only spies left in the opposing gang.
88) Stalker
Select an enemy incarn for this incarn before the game, if this incarn activates within 5 of them +6 to their ACT-R.
89) Stout
-2 to enemy A-Rs against this incarn.
90) Strigoi
When this incarn slays an enemy they can immediately activate again after the current activation.
91) Subliminal
-1 to enemy A-Rs within 20.
92) Tempter
Enemies within 10 can add 2 to their ACT-Rs but are slain if their ACT-R is a natural 1.
93) Toxic
This incarn can make a SP-A against an enemy within 10 once per game, if in round 1:D4, 2:D6, 3:D8, 4:D10, 5:D12 and 6+:D20.
94) Unborn
At the start of each round after this incarn is slain, roll a D6 & on a 5+ return them to anywhere in play.
‘I thought I had caved its head in, the blood still dripping from my hatchet proved the case. Yet, it arose and came at me as ferociously as it had at the first.’ The Memoirs of Guardmaster Skreed
95) Venomous
+1 to their A-Rs. A critical hit counts as 3 successes.
‘Poison, delicious poison’ The final words of Venomaster Vex
96) Vivisect
This incarn gets +1 AD for each fleshtype their target has.
97) Wanderer
This incarn can move off of the board and when they do so they immediately appear directly opposite. When moving off a corner they reappear on the diagonally opposite corner.
98) Worm
Costs 1B less, & when figuring out if half of your starting no. of incarns have been slain do not include this incarn.
99) Zealot
This incarn and allies within 10 get +2 AD.
100) Zenithal
Once per activation select the Fleshtype of an ally within 5 and change it to any other Fleshtype. An incarn cannot have the same Fleshtype twice.

ITEMS
An incarn cannot have two of the same item. Items cost 2 Bs.
Agile Form: +2 movement per AC.
Armour: +2 to your D-Rs.
Artisanal Weapon: +1 to A-Rs.
Bloodshot: This incarn counts all incarns as enemies.
Decoy: Once per game +D12 to a D-R.
Effigy: -1 to enemy ACT-Rs within 5.
Ensorcelled Weapon: +D4 AD.
Geminid: This incarn can activate immediately after an ally before your opponent has a chance to activate their next incarn.
Icon: This incarn and allies within 10 do not rout.
Portshield: Attacks against allies within 5 hit this incarn instead.
Reacher: +15 range.
Sacrificial Dagger: For 1 AC slay an ally within 5.
OBJECTIVES
Factions add the following modifiers to their roll for objectives: Court +0, Schism +1, Sacrosanct +2.
1 – Desecrate: Your opponent places this objective, it is not an incarn and can take 20 hits before being slain. Each time it is attacked it takes a no. of hits equal to the AD. Slay the objective.
2 – Intimidate: Stun or slay each enemy incarn once (not including an Assassinate/Escort incarn).
3 – Assassinate: Add 1 Chosen incarn to your opponent’s gang, slay it. It has no fleshtype or items & cannot attack.
4 – Hunt: Before the game begins, put a Deathbeast (Demigod, Immortal, Butcher, Executioner, Automaton) in the centre of the board. At the end of each round it activates, moves to & attacks the closest incarn. Have the Deathbeast slain. Deathbeasts do not attack each other.
5 – Loot: Have an incarn make base contact with each terrain item.
6 – Escort: Add 1 Blooded to your gang with no fleshtype or items. It cannot attack. Move the incarn off of your opponent’s board edge. If they are slain, place them in 2 of your board edge & try again.
7 – Decimate: Slay 20 Bs worth of enemy incarns.
8 – Sanctify: Have an incarn spend 3ACs within 5 of a corner to build a shrine. Build a shrine in each board corner.
TWISTS
1 – Bleeding Sky: At the end of each round roll a D6 for each incarn in play & on a 6 that incarn is hit by a SP-A D6.
2 – Flensing Mist: Randomly select a board edge (cannot be one of the players’ board edges). At the end of each round Mist flows from that edge 2D6 across the board. Any incarns in the Mist suffer a SP-A D6 at the start of their next activation.
3 – Anarchic Spores: When it is your turn to activate an incarn instead of choosing from your remaining non-activated incarns, randomly determine which non-activated incarn is activated.
4 – Chronomatic Rift: At the start of each round remove an enemy incarn from play until the start of the next round. You can only remove each incarn once per game. The incarn is returned to the spot they were taken from (or as close to as possible).
5 – Cerebral Void: If an incarn’s activation roll is a natural 1 they do nothing with their activation.
6 – Enraging Squall: Each incarn adds the current round no. to their ACT-R.
how the heck we managed to put all of that on one page ill never know
It’s on 2 now lol