El juego es sencillo: dos duelistas con chalecos antibalas se enfrentan en círculos opuestos, cara a cara, desenfundan y disparan. Aquel que permanezca de pie en el círculo gana. El juego se da en la clandestinidad de un país suramericano. Los duelistas se enfrentan en bodegas, estaciones de tren abandonadas y zonas rurales. La meta de John es enfrentarse con el jugador más importante, Zorringer. La meta de Colt es encontrar al asesino de su hermano que hacía parte del mismo juego. Esto los lleva a recorrer varios lugares juntos generando una atracción entre ellos. Revelarán el nombre del asesino del hermano de Colt y John tendrá la oportunidad de enfrentarse a Zorringer. La constante posibilidad de morir hará que su relación esté siempre en peligro.
The game is simple: two duelists wearing Kevlar stand in opposing circles, face each other, draw, and shoot. The one left standing in the circle wins. The game exists in the shadows of a nameless South American country. They duel – and are bet on -- in warehouses and barns, in cities and out in the hinterlands. It’s been around long enough to have local variations; to have legends and rumors and message boards. The game attracts different people – expatriate and local alike -- with different stories and different reasons for playing. JOHN is good enough to want to be the best. ZORRINGER is the best; a champion you need to be invited to fight. MARLA chooses his duels, and rejects John precisely because he hasn’t ever lost. So John hits the road with COLT, a woman fighting in a man’s game. She’s brash, funny, and on a mission to find Red Gomez, who killed her brother in a match by cheating. Or so she claims. John and Colt become casual lovers and something approaching friends. In his next duel, John deliberately allows himself to be shot in the vest by a slower opponent... testing his capacity for pain and the nature of fearlessness. Heading down dark road of self punishment in his pursuit of Zorringer and his own perfection. Subsequently, they’re stopped by a pair of sketchy police officers with a prisoner in their back seat. They force John to duel the prisoner, but John knows he has to take all three men out or die. He succeeds, but the blunt force trauma to his vest does serious damage to his insides. A doctor tells him he could be a bad hit away from dying. To Colt’s dismay, John presses on. He duels in front of Marla, who sees enough in his technique and psyche to grant him a match. He tells John to show up with twenty thousand dollars, at a remote bar, two weeks from now. Colt follows up a lead on Red Gomez’ whereabouts, and discovers that Red was killed a few days ago – not in a match, but in a stabbing. The anticlimactic end to her quest for revenge forces her to confront her void of purpose, her grief... and her feelings for John. She decides to head home. John continues toward the only match that matters. Trying to get the money together for the match, he ends up in a duel against GORDIE, a behemoth who absorbs shot after shot. John prevails in the match but takes several more hits. Like a wounded animal, John lays up in an abandoned farm to heal – and is tracked down by Colt, who has heard about the already-mythic match on the message boards. Colt helps John mend, and travels with him to a small town at the foot of a mountain. Three other gunfighters are waiting in the bar for their fight with Zorringer. Two of them disappear up the mountain and never return; the third is murdered by thieves who know that the fighters carry large amounts of cash. Colt realizes that she cannot stand to watch John die... and that even winning will destroy him. She leaves as John is called up the mountain... ... to face Zorringer, his moment of perfection, and the realization that he’s traveled past something more.