Atut. Ręka

Przedmiot. Broń. Palna.

Cost: 2. XP: 4.

Strażnik

Zużywalny (3 naboje).

Wydaj 1 nabój: Walka. Do tego ataku dostajesz +2 . Ten atak zadaje +1 obrażenie.

Kiedy Remington model 1858 wchodzi do gry lub ją opuszcza: natychmiast aktywuj powyższą zdolność , ignorując wszelkie koszty.

Pixoloid Studios
Zatopione miasto - Rozszerzenie badaczy #32.
Remington model 1858

FAQs

No faqs yet for this card.

Reviews

This card at base seems a little underwhelming until you follow their design philosophy.

If you're playing this as a straight guardian, you should note you'll get a free action when you play it and another when it leaves play. That alone is basically two free actions, which indeed seems worth the cost of 4 exp (after all, Ace in the Hole is 6 exp for 3 actions). You just need to make sure that both the entry and exit fight are used, and it will drop off in value if they aren't.

Where this card starts to become dumb is sleight of hand. Using sleight of hand to play this gives you five attacks in one round, and you get the gun back. That starts making the value of the card shine through.

Its overall a pretty good card. It appears underwhelming at first, but if you build around it and maximize its uses it does become a nifty weapon.

drjones87 · 223
I don’t think they’re balancing cards against non-taboo environment. — Eudaimonea · 9
Ace is the hole is 6 exp for 3 actions, except the Remington already gives you one action at level 0. So you're paying 4 exp for ONE action, an ammo, one resource, and one skill value. Which is...fine, but indeed if you're not doing sleight of hand shenanigans with it you're probably fine sticking with level 0. — Spamamdorf · 5
Trigger Man (with this card) + Hit and Run does a similar thing more suited for discard pile shenanigans. But it also triggers twice in the course of one turn, so there are options. — AlderSign · 480
Sleight of hand is currently (2025-04) tabooed to 0-3 items so the upgraded version is not compatible with sleight of hand. However it does run well with the new rogue card Robert Castaigne — Love · 1
Seems like this was built for Marion Tavares' ability to throw away guns easily, with Well Maintained serving as a poor-woman's Sleight Of Hand. Supposing you successfully cycle it, dunno if the 8XP is worth the +4 "free" fight actions spread over their lifetime that you'd get over doing the same thing with the L0 version as Spamamdorf mentioned.. — HanoverFist · 801
Main issue i have with this gun, playing it provokes and playing something else to discard it provokes too. — Django · 5268

Zoey Samaras is the only one I thought that may make the fire max without Versatile. Cuz she can take Act of Desperation, Sleight of Hand, Well-Maintained. Without taboo, 2xSleight of Hand use it twice, so do Act of Desperation (and Well-Maintained take back), and finally just play them and use other things occupy hand slot to discard them.

Lumina637 · 11
I found better target, versatile Sleight of hand into Yorick, and retrieve it back after killing enemies from the discard pile without need to use Well maintained. — xemacm · 20
but he can't take Level 4 blue card, now there are so many people can use Sleight of Hand, Prestidigitation, Custom Grip with this gun and make awesome shot in one turn — Lumina637 · 11

In a Michael McGlen deck, both Joey "The Rat" Vigil and the Remington Model 1858 can be played for 14XP.

A turn could look like this:
Play the Remington for 3 ressources, attack 4 times, gaining 1 resource back, sell the Remington for 2 ressources and attack again.
In one turn, this could add up to 10 damage, upfront paying the 2 ressources and for playing Joey and for the attacks. The gun pays for itself.
If you stretch it over multiple turns, you can come out resource positive.

Is this better than using Colt Vest Pocket in a similar scenario?
The damage potential is the same.
For the colt, additional actions need to be generated, which is doable in .
In both scenarios, you end up without the gun in hand if you need the 5 attacks. A pro for the Remington if less than 5 attacks are necessary, because then the gun is carried over to the next turn.
Joey lets you use the Remington to kill an enemy in the mythos phase if necessary, since there is window after drawing encounter cards.
I tend to the Remington as being "better", I definitely feel it's is more reliable and more flexible.

flooze · 10
I should hope it's better, it costs 2 more exp than the colt and basically needs Joey. — Spamamdorf · 5

Combos well with Counterpunch. Enemy upon you but no weapon in play? No problem: play the Remington Model 1858 to trigger Attack of Opportunity. Play Counterpunch too. 4 damage done before they get a chance to hit you!

acotgreave · 965
When you say 4 damage before they get the chance to hit you, if you mean because Remington fires, I'm afraid attacks off opportunity happen before Remington enters play. See the attack of opportunity section in the RRG which says -> "An attack of opportunity is made immediately after all costs of initiating the action that provoked the attack have been paid, but before the application of that action's effect upon the game state." — NarkasisBroon · 15
But the point is that Counterpunch resolves before the AOO. — acotgreave · 965
On second thoughts it goes like this? 1. Play Remington. 2. Trigger AOO. 3. Play Counterpunch (2 damage) 4. AOO happens. 5 Trigger Remington auto-hit? Is that the order? — acotgreave · 965

I already wrote about a combo the Remington has with Act of Desperation in a Mark Harrigan deck. You can read about that combo in my review of AoD.

EDIT: I wrote a ton of stuff I don't think is actually true because I misunderstood the exact details of the "when" timing condition. I'm just going to get rid of all that to avoid confusion, and leave the first sentence that this gun is really cool with Act of Desperation, because it is. Just not as cool as I thought it was.

Jim_Bob · 27
Sorry, I got the FAQ wrong. It was Elusive, not Aloof. I get those two mixed up constantly since they sound so similar. — Jim_Bob · 27
@Jim_Bob What is even more confusing is that in Arkham Horror 3rd ed, Aloof IS called Elusive — HeroesOfTomorrow · 117
I just checked and find it very interesting that the rules for Limbo (https://arkhamdb.com/rules#Limbo) do not extend to assets. — AlderSign · 480
I also wonder why you took you theory about committing it while resolving its fight reaction. You might be right about it and I would be open to discuss. Related to tha, and even more promising as an application of your theory: Committing a spell card while being played to the test on Shining Trapezohedron. — AlderSign · 480
So for people who are curious I wrote a big review about potential combos with this card. The real important part is what game area the card is in during its enters play/leaves play trigger. — Jim_Bob · 27
"When" is defined as "the moment immediately after the specified timing point or triggering condition initiates, but before its impact upon the game state resolves." Which implies to me "right as you are about to do something, but before it happens", so the card is in play for its leaves play ability and (crucually) still in your hand for its enters play ability. However, the example kind of disproves that by saying "when you draw an enemy card" is immediately after you draw it from the deck, but before the revelation/spawn happens, so I figured my interpretation may not be true and "when" actually means "after the thing happens, but before anything else would happen as a result of the thing happening" which would make the gun in the discard for the leave play ability and in play for the enters play ability (which isn't nearly as fun or interesting). I didn't want to be using a review to spread inaccurate information, so I got rid of most of it. I am not certain Shining Trapezohedron is relevant because that appears to be using "when" to refer to a replacement ability linked to "when you would" and "instead", rather than an explicit timing trigger. — Jim_Bob · 27
The comment about Elusive and Aloof was because I was arguing that the gun would still enter play even if the card went somewhere else during the resolution of the "when it enters play" ability (i.e. if it is in your hand when the enters play ability happens you could commit it to its own skill test, and then it would enter play out of the discard). The example to show that once a card starts initiating it will resolve unless explicitly canceled involved an enemy with that keyword. I wrote the wrong one during the original review since I wrote the example out manually instead of just copying it. — Jim_Bob · 27
However, even if it does work the second way, there are still some weird interactions with cards that let you take it back into your hand, like custom grip, because then the gun would be in your hand when the "leaves play" ability resolves, which does mean you should be able to commit it to its own test. That's probably why custom grip is worded the way it is to then let you play a firearm asset from your hand (which the Remmington would no longer be in if you committed it to itself). Anyway, I've talked way too much. Have a great day! Sorry for the wall of text. — Jim_Bob · 27
The way I have understood "when" for years is indeed before the effect affects the game state - so following that logic the gun cannot be in play at the time its reaction ability triggers (that is during 4. of the initiation sequence, btw). Where else is it, then? In your hand. So why should you not be able to commit it to the fight skill test that interrupts placing the physical card in the play area? — AlderSign · 480
For Shining Trapezohedron it's even easier to argue, because the skill test replaces (like you said) step 2. of the initiation sequence. Limbo is not even relevant here, because that's only about the resolution of event and treachery effects, but they only resolve after the corresponding card has been played (which is during step 4.). — AlderSign · 480
The trigter is "when it enters/leaves play", not "when played". As per definition of "when", the gun is clearly already in play/out of play at the triggering point — Adny · 1
With the example given under the rules for "When" that sounds about right. But for Shining Trapezohedron it should work to commit the card being potentially discounted. — AlderSign · 480
Well this was an interesting conversation. I'm glad it happened since it helped me learn the rules better and some people may find it interesting, but it probably shouldn't have happened here on a review page. I'll try to read the rules more thoroughly before I post any questionable theories in the future. I have always found the rules in this game to be a little fiddly and esoteric to me, so Even when I really try to dig into them I can get to the wrong conclusion. Hopefully this review stays down at the bottom of the page so people can read other stuff without needing to scroll through everything. For what it's worth I do think the tech still works for the trapezohedron. I didn't know about that when I was writing the review, but the timing makes no mechanical sense unless the card is still in your hand when the check happens for that one. — Jim_Bob · 27