Shootout at the Saloon

In the Advanced game, during combat, the shooter chooses an aim point on a silhouette of the opponent, and rolls a die.

A Combat Results Table provides the amount of deviation from that point — which may change the shot from a mortal wound to just a graze or vice versa — and the damage inflicted.

In 1982, Leonardi tried using the same system of two picture books to develop a Western shootout game, aided by Joe Angiolillo and Mike Vitale.

In Issue 24 of The Wargamer, Kieron Doyle found the combat rules "neat, clever , and work very well."

With only 14 locations your options are very restricted [...] Despite all the barrels, sacks and the horse trough which would afford excellent cover, your only course of action is to stride boldly into the middle of the street with nothing to hide behind except your Colt 'Peacemaker'."

Doyle concluded "The intermediate and advanced rules add a lot more fun to the shootout [...] but do nothing to overcome the movement restrictions.

"[5] In a retrospective review in Issue 5 of Simulacrum, Joe Scoleri called Bounty Hunter "a valiant attempt to expand (or capitalize on?)

This game of 'hide and seek at the saloon' does not succeed in generating the same level of excitement as the World War I dogfights of its predecessor.