Network WARS

Network WARS

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Step into the gaming world with Network WARS, one of the top $0.99 games in the App Store! Crafted with creativity and innovation by James Rutt, this captivating Strategy game is bound to grab your attention. With its content rating of 4+, it caters to a wide audience. Ever since its release on 25th August 2021, it has been constantly updated, with the latest version rolled out on 26th August 2021.

Whether you have a liking for Strategy, games, Network WARS is sure to keep you hooked!

User Ratings

Join the crowd of 26 gamers who have given their verdict on Network WARS.

Ready to take on the adventure? Get Network WARS now from the APP STORE.

Dive into Network WARS

Network Wars has five Factions each trying to gain total control of the Network. You are the RED Faction. The other four factions are controlled by an AI.

Very simple to play, but takes great strategic depth to master. Every game is different, with a new set of challenges and opportunities.

Can you win the NetworkWars?

NO ADS. NO IN-GAME PURCHASES. NO TIME LIMITS.

What’s Fresh in the Latest Update?

Discover what’s new in the recent update of Network WARS on 26th August 2021:

Minor Fixes

Hear from the Players – Network WARS Reviews

Find out what gamers are saying about Network WARS:

We loved playing Network Wars (created by Jim Rutt) because it reminds us of all the bar work effects the world is littered with if you can function stacking. Every function stacking beyond a threshold achieves a network effect. We like the way game mechanics reinforce network effect availability in the game and in general. ~Bobby.


This deceptively simple app is one of our favorites. The basic rules are easy to learn but the game dynamics shift with every randomly-generated round. Its like a miniature induction into intuitive game theory! But fun.


This is a fantastic addictive game with realistic strategies. There is one flaw that gives the human player a tremendous advantage. Bots never attack a node that has an equal or higher value. Attacking a higher node sometimes is a great strategy as it weakens the node so that it gets attacked by other bots or allows the player to use more than 1 node to gang up on a higher node.


This is an interesting twist on Risk-style strategy games. We have our suspicions about how the battles are decided, but its definitely not 3v2 with defenders winning ties. Each game is completely random, which leaves some games feeling very lopsided. We wish we could wager on the outcome, or that there was some sort of challenge metric assigned to maps where our high-density units are at the 4 corners of the map.


Games are short and engaging. Most attractive game we have on our tablet.


Dont 100% understand how everything works because sometimes the math works out differently than we expect, but the game is interesting and a good challenge.


The basic concept is great. But when we attack a 2 with a 6; we assume we should win and end up with a 3 on that tile? Instead the tile did not change colors, an we both dropped to a 1? If this is a bug, it wrecks the game. If thats by design it would help to explain why.


Why isnt the math consistent? Sometimes a 3 will beat a 2, but sometimes it doesnt, and sometimes a 2 will beat a 3 when it doesnt seem like it should. If theres an explanation for this that can be factored into the players strategy, please include the logic in the instructions. If there isnt an explanation, please fix this broken but almost great game.


We hope this game gets updated. Classic mode and other-more reasonable- modes 3 big problems. 1) how rolls are determined isnt stated, nor obvious. Is it random or not? Modifiers? Unknown. -An 8 unit spot shouldnt be whittled down to 2 by a 2 unit enemy. Likewise, we’ve played rounds where every one of our rolls is bad. And we mean that. every roll. 2) you cant call off an attack once started. Its all or nothing. Thus, if you have a series of rapid awful rolls on the attack, you dont get to cut your losses and wait. You whittle yourself down to 1. This is a deviation from risk rules that does not add to the game, imo. 3) whacky starting positions. In some ways it keeps things interesting, but sometimes the game starts off truly absurdly. Theres no sense playing them. Play one turn, get bad rolls, and its done. Auto surrender. Its annoying. We can think of several novel ways to bring both choice and chance into determining starting position, so its doable.

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