This article is about the minigame released in 2016. For the historical minigame, see Bounty Hunter (historical)

The official worlds for Bounty Hunter are worlds 97, 106 ( The official worlds forare worlds 97, 106 ( P2P ).

Bounty Hunter was removed after an update.

The contents of this page no longer exist in RuneScape, and this article is kept for historical purposes.

This is a dangerous minigame.

lose your items and will need to If you die, you willand will need to reclaim them from Death or your grave

Bounty Hunter was a dangerous player-versus-player minigame that took place in the Wilderness. In it, players could fight assigned targets (bounty kills) or other players (rogue kills). A minimum combat level of 20 was required to participate in this minigame. It was removed in an update on 11 March 2019.

The re-released Bounty Hunter used elements from the original Bounty Hunter system, as well as Bounty Hunter worlds.

Bounty Hunter can be played on two dedicated worlds. World 106 is for Evolution of Combat mode, and World 97 is for Legacy Mode. On these worlds, players are restricted to only being able to enter Edgeville, the Varrock Grand Exchange, and the Wilderness. Trying to quick hop to a Bounty Hunter world will warn the player that they will be teleported to Edgeville and will give the player a confirmation message. In a Bounty Hunter world, players can't teleport, trade, deposit or withdraw from their Money pouch, drop items, or duel.

When logging into a Bounty Hunter world, players gain the option to join or leave the queue for being assigned a target. Players can set Target Auto-Queue in the Bounty Hunter Options to instantly be queued for a target when they log in or after a bounty kill/death. After being assigned a target, a hint arrow showing the target's location is shown to help the player find their target. Upon unlocking Bounty Teleport, the player can teleport directly to their target. The player's objective is to kill their target. If the player doesn't have a target assigned, they are still able to gain rating and upgrade Bounty emblems by killing other players, but rating and Bounty emblem upgrades are earned at a lower rate in this way.

Players' bounty targets are assigned based on having similar Matchmaking Ratings. Players' Matchmaking Ratings place them inside brackets of players with similar skills who they are most likely to be matched against. The difference between bounty targets' ratings depend on how long the players have been waiting - with a larger difference being used the longer the players have been waiting for a target. It takes a minimum of 5 minutes to be assigned a target, and if a player hasn't been assigned a target after 30 minutes, the player will force a target. In the Bounty Hunter Options, players can set a Combat Difference (1-50) for their targets. The number can be above or below the player's current combat level. For example, a player with a combat level of 100 and a Combat Difference of 10 will receive targets with a combat level of 90-110.

Matchmaking Rating (MMR) is an ELO-based system, rewarding players for fighting others closer to their skill level. Players start with a MMR of 1,500 and will have to go through 5 Placement Bounties. These Placement Bounties will set the player's rating based on the player's performance. More rating is gained for defeating a stronger opponent, and more rating is lost when being defeated by a weaker opponent. Fighting the same player continuously prevents the player from gaining rating for some time. MMR is used to match up players who want to fight. There is also a rating in which the player is ranked on the highscores.

To prevent players from stalling as much time as possible to make their target forfeit the fight, tight restrictions were set, and breaking these rules will cause the player a penalty. Each penalty counts as a loss, so the player will lose rating and may also be restricted to participate in Bounty Hunter for a period of time. This doesn't count as a win for the other player though. Penalties only occur when a player has been assigned a bounty target, so these rules don't apply to rogue fights.

Clearing target [ edit | edit source ]

Players would be penalised for clearing their Bounty Target. This just results in a loss.

Logging out [ edit | edit source ]

Players are not allowed to log out of a Bounty Hunter world for more than 6 minutes. When the player's target has logged out or switched worlds, the following message appears in the chat box: Your target has left this world, they have X minute(s) to return. You should remain logged in, otherwise you may be penalised for leaving if they return. When the player's target's logged out timer has run out, the following message appears in the chat box: Your target has left this world for more than 10 minutes so has been cancelled.

This results in an hour penalty from being assigned bounty targets.

Safe zone [ edit | edit source ]

Players are not allowed to stay in the safe zone for too long. This results in a 30-minute penalty from being assigned bounty targets.

Ditch camping [ edit | edit source ]

Ditch camping is when a player attacks their target and then instantly runs back to the safe zone repeatedly. This is unfair because the Ditch camper is safe from attacks. When leaving the Wilderness, the following message appears in the chat box: You are joining/leaving the wilderness too often. Subsequent attempts may incur a penalty.

This results in a 30-minute penalty from being assigned bounty targets.

Players are placed in a league based on their rating. There are 14 leagues named after the different kinds of revenants:

Bounty Hunter points can be used to buy various rewards from the Reward Shop. Bounty Hunter points can be earned by converting Bounty emblems into points. Bounty emblems are received and upgraded by killing players. The player must hold the emblem in their inventory as a kill is made for a chance to upgrade it. The chance of an emblem upgrading is more likely when killing a bounty target with higher rating than the player and when the emblem has not upgraded on previous kills. Rogue kills may also upgrade emblems but less often than bounty kills. In the Wilderness, Bounty emblems are always lost on death to your opponent.