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Fast-paced card game Marvel SNAP does not have the traditional goal of reducing an opponent's health value to zero, rather building up more of a resource called Power in regions of the game designated as Locations. Players utilize Marvel SNAP's best cards of heroes and villains to occupy these spaces, constructing the most power in all three by the end of six rounds of play. Locations are individual cards as well, each with its own unique effects that could change the outcome of a match.

The most vital information for players to know about Locations in Marvel SNAP are how they appear at the start of the match, their relationship with hero and villain cards, and their individual effects. There are some locations that appear more than others, so players might become familiar with certain effects as they continue to play. However, the dynamic nature of Locations means that not every Deck strategy works every match since the effects of Locations are not determined by the player when they download and play Marvel SNAP.

Related: The Best Ways to Play Marvel SNAP Without Spending Money

How Locations Work

Marvel SNAP Locations Limbo, Xandar, and the Sanctum Sanctorum being used in match

When a match starts in Marvel SNAP, a single Location is played at the center of the field, where players may place cards depending on the region's effect. Similar to other online card games such as Hearthstone, players have a higher amount of resources every turn to play cards. Two additional Locations appear during the game, with the winner being decided by whichever player has the most Power in two or more of these areas. Locations are randomly selected and activated upon being played, with some effects being only temporary while others are permanent.

Playing Cards on Locations

Marvel SNAP Symbiote Invasion Promotional Art Featuring Carnage and Miles Morales

Although not every Location is revealed at the beginning of the game, players are still able to place cards in occupied regions, anticipating the Location card to come. Zealous players looking to level up fast in Marvel SNAP might feel confident to take these risks, especially if they also use the "SNAP" mechanic to try and double their rewards at the end of a game. Locations that tie in Power award players with the highest Power in total with victory, a natural tie-breaking system in Marvel SNAP. Special cards in the game also interact with Locations, such as Uatu the Watcher, who lets players see an upcoming Location's effects early.

Marvel SNAP Official Key Art Featuring Marvel Superheroes

Featured Locations are the cards that players will encounter the most, although developer Nuverse has mentioned adding more Locations in seasonal updates of Marvel SNAP later on. It is unclear whether these Locations are part of Marvel SNAP's controversial microtransaction systems, but for now, the effects of Locations are:

Location

Effect

Asgard

  • Whoever is winning at the end of Turn 4 draws 2 cards.

Asteroid M

  • Any card played with 3 or 4 Energy costs immediately moves here.

Atlantis

  • If there are no other cards on a player's side at this Location, cards here gain 5 Power.

Attilan

  • Players shuffle their hands back into their Decks at the end of turn 3 and draw 3 cards.

Avengers Compound

  • No card can be played to any location other than Avengers Compound on turn 5.

Bar Sinister

  • When a card plays into Bar Sinister, the Location is filled with copies of the card until it is full.

Bar with No Name

  • Players with the least amount of Power win this Location and earn credits in Marvel SNAP.
  • Should the Bar with No Name become a different Location, players win with higher Power as normal.

Baxter Building

  • Players with the most Power at the Baxter Building gain 3 Power at the other two Locations.

Bifrost

  • Every card moves one Location to the right on turn 4, including those on the Bifrost.

Big House

  • Cards costing 4 or higher cannot be played here.

Central Park

  • Each player gets a Power 1 Squirrel at every Location when this card is Revealed.

Cloning Vats

  • Every card played here makes a copy that is added to the player's hand.

Counter-Earth

  • When a card is played at this Location, a copy is created at the same place.

Crimson Cosmos

  • Cards of 3 or less Energy cannot be played here.

Crystal Towers

  • When Revealed, players shuffle their hands into their Decks and draw three cards.

Daily Bugle

Danger Room

  • Every card played to the Danger Room has a 25% chance of being destroyed.
  • "On Reveal" effects still apply before a card would be destroyed.

Dark Dimension

  • Cards played here are not revealed until the end of the final turn.
  • Effects from "On Reveal" apply accordingly, before totaling Power from either player and ending the game.

Death's Domain

  • Any card played here is destroyed after being Revealed, after resolving triggered "On Reveal" effects.

Deep Space

  • "On Reveal" effects are not resolved when cards are played here.

District X

  • Both players replace their deck with ten random cards available in the game.

Dream Dimension

  • Every card costs an additional Energy to play during turn 5.

Ego

Elysium

  • Cards cost one less Energy when Elysium is Revealed, returning to normal if this Location is transformed.
  • Some cards that check another's cost use their original cost instead of modified ones.

Fisk Tower

  • Cards moved to Fisk Tower are destroyed after movement is resolved.

Fogwell's Gym

  • Both players get twice as many Boosters after the game concludes.

Gamma Lab

  • At the end of turn 3, every card at this Location becomes a Hulk with 12 Power for the rest of the match.

Genosha

  • Cards can freely move to other locations into Genosha (but not away).

Grand Central

  • A random card is played for free from each player's hand on turn 5, unless their hand is empty.

Hellfire Club

  • Cards with a cost of 1 cannot be played here.

Hala

  • The cards in this Location are destroyed at the end of turn 4 if their player has lower Power than their opponent.

Hell's Kitchen

  • Both players draw a card with a cost of 1 from their Deck when revealed, unless they do not have any.

Ice Box

  • One random card in each player's hand has its cost increased by 1.

Isle of Silence

  • "Ongoing" effects are negated here, not applying to other effects of the same type at other Locations.

Jotunheim

  • Every card here loses one power permanently at the end of each turn.

Kamar-Taj

  • Cards played here resolve their "On Reveal" effects twice.

Klyntar

  • Cards here have 2 less Power.

Knowhere

Krakoa

  • Both players' turns are played by the AI on turn 6.

K'un-Lun

  • Cards that move here gain 2 Power.

Kyln

  • No cards can be played here after turn 4.

Lechuguilla

  • Three 0-Power Rocks are shuffled into a player's deck when they play a card here.

Lemuria

  • Cards played here remain face-down until the end of the following turn, not activating "On Reveal" effects until turned face-up.

Limbo

  • The game ends after turn 7, not 6, unless the Location transforms into something else.

Los Diablos Base

  • A random Location turns into a Ruins at the end of turn 3.

Luke's Bar

  • Cards played here are immediately returned to a player's hand, resolving their "On Reveal" effects first.

Machineworld

  • A copy of any card played here is added to their opponent's hand.

Madripoor

  • Cards can move freely to other Locations from here (not the other way around).

Mindscape

  • Players swap hands at turn 6.

Miniaturized Lab

  • No cards can be played here on turns 3, 4, or 5.

Mirror Dimension

  • This Location becomes a random copy of another region at the end of turn 4.

Mojoworld

  • If one player has more cards at Mojoworld than the other, their Power increases by 100, unless the Power is equal between the two.

Monster Island

  • Both players get a 9 Power Monster card when Revealed.

Monster Metropolis

  • The card with the most Power at this Location gains 3 more Power, with more than one card getting the bonus on a tie.

Morag

  • The first card used by either player each turn cannot be placed on Morag.

Mother Mold

  • A Sentinel is added to a player's hand when they place a card on Mother Mold.

Mount Wundagore

  • Players discard a card after playing a card here.

Muir Island

  • Each card here grows in Power by 1 at the end of each turn.

Murderworld

  • Every card here is destroyed at the end of turn 3.

Necrosha

  • Cards here have 2 less Power.

Negative Zone

  • Cards here have 3 less Power.

New York

  • At turn 6, players can move cards to New York from other Locations.

Nidavelir

  • Cards here have 5 additional Power.

Nova Roma

  • Both players draw a card from their Deck upon this Location being Revealed.

Olympia

  • Players draw two cards from their Deck when this Location is Revealed.

Onslaught's Citadel

  • "Ongoing" effects are doubled.

Oscorp Tower

  • All cards here switch sides at the end of turn 3.

Pleasant Hill

  • Players draw a card after placing something at Pleasant Hill.

Project Pegasus

  • Both players get five more Energy upon Reveal.

Quantum Realm

  • Cards played here become Power 2.

Ruins

  • No effect.

Sakaar

  • When Revealed, a random card is moved here from each player's hand with no cost, not activating "On Reveal" effects.

Sanctum Sanctorum

  • Cards cannot be played here after being Revealed.

Savage Land

  • Both players gain two 1 Power Raptors.

Sewer System

  • Cards here have 1 less Power.

Shadowland

  • Both players get a Ninja here that reduces their Power there by 2.

Sinister London

  • When cards are played here, a copy is added to another location if possible.

Sokovia

  • Both players discard a card at random.

Space Throne

  • Each player can only have one card at this Location, no counting cards that were there before the Location was Revealed.

Stark Tower

  • Every card gains two Power for the rest of the match on turn 5.

Starlight Citadel

  • All three Locations change position at the end of turn 4, not moving other cards with them.

Strange Academy

  • On turn 5's end, each card here is moved randomly to another location at random.

Subterranea

  • Both players shuffle five random 0 Power Rocks into their Decks.

T.A.H.I.T.I.

  • Whenever a card is destroyed, a copy of it is placed at this Location.

The Hub

  • Both players gain a random card from the game in their hand separate from their Deck.

The Nexus

  • Each player's power here is added to the Power at the other two Locations.

The Peak

  • After Reveal, every card in both players' hands swap Power and cost values.

The Raft

  • The first player to have four cards here draws a 6 Power card from the Deck, its cost becomes 0.

The Superflow

  • Players gain one additional energy per turn if they control no cards at this Location.

The Vault

  • Cards cannot be played here on turn 6.

Tinkerer's Workshop

  • On Reveal, both players gain 1 Energy.

Titan

  • Cards that cost 6 Energy cost 5 instead.

Transia

  • When Revealed, all three Locations change position without taking associated cards with them.

Triskelion

  • Random cards from the game are added to both player's hands until they are full.

TVA (Time Variance Authority)

  • The match ends after 4 turns instead of 6, unless the Location is transformed.

Utopia

  • On turn 4, cards can move to other Locations.

Vormir

  • Players with no cards on Vormir may only play cards at this Location.

Wakanda

  • Cards here cannot be destroyed.

Wakandan Embassy

  • Every card in both players' hands when this Location is Revealed gains two Power.

Warrior Falls

  • A random card in each player's hand increases in Power by 1 at the end of every turn.

Washington, D.C.

  • Cards with no abilities gain three more Power at this Location.

Weirdworld

  • While Revealed, players draw from their opponent's Deck instead of their own, unless the Location transforms.

Westview

  • At the start of turn 4, Westview becomes a random Location.

Worldship

  • When Revealed, the other two Locations are destroyed, along with any cards placed there.
  • Other Locations are removed from play, only leaving one region for the rest of the game.

Xandar

  • All cards here gain 1 additional Power.

X-Mansion

  • At the end of turn 3, both players receive a random card from the game.

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  • Marvel Snap Game Poster
    Marvel SNAP
    Summary:
    Marvel brings its multiversal madness to the digital collectible card game scene with Marvel SNAP, a 1v1 multiplayer Digital TCG on iOS, Android, and PC. In Marvel Snap, players will assemble teams of their favorite heroes and villains as they battle against other players in three-minute games in this high-speed card battler. Animations are dynamic and feature artwork from several artists from Marvel's history, including some new talent - all designing pieces exclusively for the game - with over 150 illustrations at launch. Decks are kept small, and turns are limited to six per player. The game comes from the former Hearthstone CCG director Ben Brode and is free-to-play with monetization elements.
    Franchise:
    Marvel
    Platform:
    iOS, Android, Microsoft Windows
    Released:
    2022-10-18
    Developer:
    Second Dinner
    Publisher:
    Nuverse
    Genre:
    Digital Card Game
    How Long To Beat:
    20 hours