Warcrow
Corvus Belli's medieval fantasy wargame, set in the world of Lindwurm. Small companies of warriors, creatures, and spellcasters fight over objectives, with free rules and alternating activations run off a turn counter dial.
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"My take on this one is coming soon."
What is Warcrow
Warcrow is the medieval fantasy wargame from Corvus Belli, the Spanish studio behind Infinity. It’s set in Lindwurm, a world of humans, elves, orcs, dwarves, and the undead. You control a small military force of warriors, creatures, and wizards, and fight skirmishes for your faction’s interests.
Corvus Belli calls it a units game, somewhere between a skirmish game and a big battle game. Most of your models come in small units rather than as lone heroes, but the forces stay small. The two-player starter box has seven models a side.
The setting’s hook is the star the game is named after. The long balance of power between Lindwurm’s nations starts to crumble as Warcrow, a star that drives the rise and fall of the cycles of magic, comes closer to the planet. At the same time a threat is building in the north, and a strange Fog covers parts of the world.
The first box, Winds from the North, came out in 2024. The rules are free, and the current version of the core rules is 1.6, from April 2026.
There’s also Warcrow Adventures, a co-op dungeon crawler for 2 to 4 players set in the same world. Corvus Belli says its story works as the prologue to the wargame. It’s a separate game, and you don’t need it to play this one.
The nations
Six nations are playable, each with its own look and way of playing:
- Hegemony of Embersig. A cosmopolitan empire of humans, Aestari elves, and ghent dwarves. Soldiers, war surgeons, and battle mages who fight like mobile artillery.
- Northern Tribes. An alliance of orcs and the varank warriors of the Boreal Lands. Corvus Belli describes them as hard hitting and able to take a massive beating.
- The Sÿenann. Forest elves who, in Corvus Belli’s words, attack swiftly and move as one.
- Feudom. The kingdom of Feudom, and its knights. The faction for discipline, armour, and strategy.
- Scions of Yaldabaoth. Mysterious and deadly, using magic and fear to break their enemies.
- Mounthaven. Dwarves. Tough, heavily armoured, and unrelenting.
How it plays
- Alternating activations. Each round is a set number of turns. In each turn, one player activates a unit, then the other does. A unit can activate a second time in the same round, but it takes stress for it.
- The turn counter. A numbered dial tracks the turns. The adventure you’re playing says where the “End of Round” token goes, and the dial also tracks events, how long spells last, and when broken units can rally. Corvus Belli singles it out as one of the most interesting things the game brings.
- Two actions or one big one. An activated unit gets two simple actions (move, attack, or use a combat, magic, or Tinge skill) or one long action: Assault, Charge, or Rest.
- Symbol dice and switches. Rolls use eight-sided dice with symbols on them, usually rolled face to face against your opponent. Spare symbols pay for switches, extra effects listed on a unit’s profile. Corvus Belli has used switches in some of its other games too.
- Stress and morale. Stress stacks up when a unit activates twice, pushes a roll with modifiers, loses a melee, or makes an opportunity attack. Too much and the unit can be demoralized and flee.
- Magic and the Tinge. Spellcasters cast and block spells, and magic comes with Tinge rules and Tinge skills of its own.
- Templates, not tape measures. Units move with official distance templates, and ranges are measured in strides.
- Objectives win games. Every game is played on an adventure, a scenario with its own victory conditions. Corvus Belli says victory points come mainly from controlling objectives, so where your units stand matters more than wiping the other side out.
Before a game you pick a commander from your faction’s Officer characters and spend the rest of your points on units. Characters can fight alone or join a unit.
How to start
- Read the rules for free. The core rules are a free download, and so are the adventures, the FAQ, and the organized play rules on the resources page. There’s also a hardcover rulebook if you want one in print. Miniature Market lists it at $78.99.
- Watch the basics. The official How to Play page walks through moving, combat, switches, stress, and rounds.
- Get a two-player box. Winds from the North is the original starter: 14 miniatures (Hegemony of Embersig against the Northern Tribes), a gaming mat, dice, cards, templates, the turn counter, tokens, terrain, and a learn-to-play booklet. There’s a free Winds from the North campaign to play through with it. The Song of the Dormant is the other two-player starter, and Corvus Belli builds its Feudom and Scions of Yaldabaoth starter lists on it.
- Or start from one nation. The Northern Tribes, Sÿenann, and Mounthaven each have an Action Pack. Corvus Belli’s beginner list ideas show how to take a starter box or Action Pack up to a standard 250-point company with one or two extra boxes.
Community & reviews
Corvus Belli runs organized play for Warcrow on CorvuSphere, its tournament site, and has been running narrative campaigns alongside it. The latest, The Witch, is a three-scenario campaign that started on September 8, 2026, hosted on Warcrow Geist, where reported results feed into the lore of the next Warcrow universe book.
Official
Reviews & coverage
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