Halfsies Bounties are three replayable contracts of three cuts each, Hat Trick (goal 240), On the Run (goal 240) and Outlaw Draw (goal 255), that you can play as many times as you like without touching your daily score, streak or the leaderboard.
The daily gives you one run that counts. The Bounties board gives you three contracts you can run all night.
The Halfsies daily is strict. Three objects, three cuts, and your first run is the one that goes on the board. For everything after that, there is the Bounties board. It holds three fixed contracts. Each is three cuts with a target score, and you can play each one as often as you like. Nothing you do there changes your daily result.
The Bounties button sits on the title screen. It also appears on the results screen after a run. Tap it and you get a board with three contracts. The line at the top sums up the rules: "Three cuts. Play as much as you like."
Each contract shows its goal. Once your best score reaches it, the label changes to "Done" and the button shows your best.
| Bounty | Goal | Cut 1 | Cut 2 | Cut 3 |
|---|---|---|---|---|
| Hat Trick | 240 | Steady Hand | Steady Hand | Steady Hand |
| On the Run | 240 | Runaway | Tornado | High Noon |
| Outlaw Draw | 255 | Freehand | Two Bullets | Quick Draw |
Scoring works the same way as the daily. Each cut scores the lighter half divided by the heavier half, times 100. Three cuts make a top score of 300. Weight follows the drawn area of the object, so a thin brim or feather counts for little.
"Three hats. No rush." All three cuts are Steady Hand, the plain mode with no timer and nothing moving. You cut The Gambler, the Raspberry Beret and the Toad Hat.
A hat is a wide brim with a tall crown, so the middle of the picture is rarely the middle of the weight. With no clock, you can take a long look before you commit. You need an average of 80 per cut.
"Moving targets. Hold your nerve." The objects are the Toad Hat, the Gold Crown and The Gambler, and none of them holds still for you:
The goal matches Hat Trick, but every cut here is about timing as well as aim.
"Curve it. Shoot it. Quick-draw it." This is the hardest of the three, with a goal of 255, or 85 per cut. You cut the Raspberry Beret, The Gambler and the Gold Crown:
Here is a bounty run next to the other ways to play.
| Run | Counts on the leaderboard | How often |
|---|---|---|
| First daily run | Yes | Once a day |
| Replay of today | No | One or two a day |
| Past day from the Archive | No | Any open day |
| Bounty | No | As often as you like |
A few things follow from that:
Below the three contracts, the same screen has two more practice doors.
Trick shots lets you try seven of the stranger cut modes one at a time: Swinging Sign, Lantern, Bullwhip, Tomahawk, Sawmill, Crosswind and Ricochet. These modes turn up in the dailies too. Try a new one here before you meet it in a run that counts. The modes guide covers what each one does.
25% slice opens a practice version of Small Change, the bonus round where one cut has to slice off exactly a quarter.
The daily is still the main event. You can play today's three cuts in your browser with no download, or get the free app on iPhone and Android from the homepage.
Bounties are three fixed contracts of three cuts each: Hat Trick, On the Run and Outlaw Draw. Each has a target score, and you can replay each one as many times as you like.
No. Bounty runs never touch your daily score, your streak or the leaderboard. They also do not earn hats, frames or badges. Only your best bounty score is saved, on your device.
Hat Trick and On the Run both need 240 out of 300. Outlaw Draw needs 255. When your best reaches the goal, the contract is marked Done.
Hat Trick. All three cuts are Steady Hand, so there is no timer and nothing moves. You need an average of 80 per cut.
No. The board says it plainly: three cuts, play as much as you like. That is different from replays of today's daily, which are limited to one or two a day.
Warm up on a contract, then take the run that counts: today's three cuts.