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Marvel Snap: Complete Locations Guide

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  • What Are Locations?
  • Cards That Affect Locations
  • All Locations in Marvel Snap

Locations are the primary objectives of each game of Marvel Snap. By playing your cards to each of the board's three available Locations, you increase your power there in an attempt to wrest control of it from your opponent. While most Locations are fairly basic, there are several with game-changing effects that can throw even the most expertly-crafted deck into disarray!

While you can never plan for the Locations that will appear during a match, knowing which ones will present the biggest challenges to your strategy, along with how to handle them, will help you win more games and climb the ranks.

What Are Locations?

Each time you start a new game, three different Locations are randomly assigned to the board. At the start of the match, the leftmost Location is revealed. The middle Location is revealed at the beginning of turn two, and the rightmost Location on turn three. Every Location has an effect that goes into effect when it is revealed; some are permanent while some happen only once. There are even a few Location effects that are delayed until a specific turn.

Cards can be played to unrevealed Locations. This can be a bit of a gamble, since cards at a Location with a detrimental effect will have few options for doing anything about it, but it's also possible to get an early lead a beneficial Location this way!

Whichever player has the most power at a Location is said to be winning that Location. If both players have the exact same amount of power, neither player is winning that Location. At the end of the game, the player winning the most Locations (typically two out of three, unless there are multiple ties) wins the match. If both players are winning the same number of Locations, the player with the most total power between all three is the winner. If both players have the exact same amount of power on the board at this point, the game is a tie, and neither player gains or loses Cubes.

Cards That Affect Locations

Few cards can interact with Locations directly, but there are a few exceptions. For example:

  • Uatu The Watcher lets you see unrevealed Locations before they take effect if you draw him early enough.
  • Scarlet Witch changes the Location to which she's played to a different Location at random when she's revealed.

All Locations in Marvel Snap

We've listed every known Location in the game to help you prepare for battle. We'll keep this list updated as more Locations are added and discovered. How will your deck take control of each?

LocationEffect
Asgard
  • At the end of turn four, the player winning Asgard draws two cards from their deck.
Asteroid M
  • Whenever a card is played that costs three energy or four energy, it is moved to Asteroid M.
Atlantis
  • Cards get five additional power while they're at Atlantis, as long as there are no other cards on their side at the same Location.
Attilan
  • At the end of turn three, both players shuffle their hands into their decks and draw three cards.
Avengers Compound
  • Cards cannot be played to any Location other than Avengers Compound during turn five.
Bar Sinister
  • Whenever a card is played to Bar SInister, copies of the card are added to Bar Sinister until it is full.
Bar With No Name
  • The player with the least power at the Bar With No Name wins the location.
  • If the Bar With No Name becomes a different location, the player with the most power there wins as normal.
Baxter Building
  • Whichever player is currently winning Baxter Building gets three additional power at the other two Locations.
Bifrost
  • At the end of turn four, every card on the board (not just at Bifrost) moves one Location to the right, if possible.
Big House
  • Cards with a cost of four or higher cannot be played to the Big House.
Central Park
  • Both players get a one-power Squirrel at every location when Central Park is revealed.
Cloning Vats
  • Whenever a card is played to Cloning Vats, a copy of that card is created in its player's hand.
Counter-Earth
  • Whenever a card is played to Counter-Earth, a copy of that card is created at the same Location.
Crimson Cosmos
  • Cards that cost three or less energy cannot be played to Crimson Cosmos.
Crystal Towers
  • When Crystal Towers is revealed, both players shuffle their hands into their decks and draw three cards.
Daily Bugle
  • Each player draws a copy of a random card from their opponent's hand.
Danger Room
  • Whenever a card is played to Danger Room, there is a one-in-four chance that card will be destroyed.
  • Cards with On Reveal effects still resolve them before being destroyed.
Dark Dimension
  • Cards played to Dark Dimension are not revealed until after the final turn ends.
  • These cards resolve their On Reveal effects, alter power totals accordingly, and then the game ends.
Death's Domain
  • Cards played to Death's Domain are destroyed after they are revealed.
  • The cards' On Reveal effects still trigger before they are destroyed.
Deep Space
  • Cards played to Deep Space do not resolve their On Reveal effects.
District X
  • Both players replace their decks with ten cards chosen at random from among all the cards in the game.
Dream Dimension
  • All cards cost one additional energy to play during turn five.
Ego
  • Both players' turns are played automatically by the AI while Ego is revealed.
  • If Ego is transformed into another location, players regain control of the game.
Elysium
  • Cards cost one less energy while Elysium is revealed.
  • If Elysium becomes a different Location, all card costs immediately return to normal.
  • Cards that check another card's cost, such as Elektra, use the original cost rather than the modified one.
Fisk Tower
  • Whenever a card moves to Fisk Tower, that card is destroyed after the movement is resolved.
Fogwell's Gym
  • At the end of the game, both players receive twice the number of Boosters they would normally get.
Gamma Lab
  • At the end of turn three, every card at Gamma Lab becomes a Hulk with twelve power for the rest of the match.
Genosha
  • Cards can be freely moved from other locations to Genosha (but not the other way around)
Grand Central
  • At the end of turn five, a card is automatically played for free to Grand Central from each player's hand, chosen at random.
  • No card is played if your hand is empty.
Hala
  • At the end of turn four, all cards at Hala belonging to the player with the least power there are destroyed.
Hellfire Club
  • Cards with a cost of one cannot be played to Hellfire Club.
Hell's Kitchen
  • Both players draw a card with a cost of one from their deck when Hell's Kitchen is revealed.
  • If there are no cards in your deck with a cost of one, no card is drawn.
Ice Box
  • One card in each player's hand, chosen at random, has its cost permanently increased by one.
Isle Of Silence
  • Ongoing effects on cards at the Isle Of Silence are nullified.
  • A card at the Isle Of Silence can still be affected by an Ongoing effect at a different Location.
Jotunheim
  • Every card at Jotunheim permanently loses one power at the end of each turn.
Kamar-Taj
  • Cards played to Kamar-Taj resolve their On Reveal effects twice.
Klyntar
  • Cards at Klyntar have two less power.
Knowhere
  • Cards do not resolve their On Reveal effects when played to Knowhere.
Krakoa
  • On turn six, both players' cards are played by the AI.
K'un-Lun
  • When a card moves to K'un-Lun, it gains two power.
Kyln
  • No cards can be played to Kyln after turn four.
Lechuguilla
  • Whenever either player plays a card to Lechuguilla, they shuffle three zero-power Rock cards into their deck.
Lemuria
  • Cards played on the turn Lemuria is revealed remain face-down until the end of the following turn.
  • Cards do not trigger their On Reveal effects until they are turned face-up.
Limbo
  • The game ends after seven turns, rather than six.
  • If Limbo is transformed into another Location before turn seven, the game ends after turn six as normal.
Los Diablos Base
  • At the end of turn three, a random Location is turned into Ruins (see below).
Luke's Bar
  • Whenever a card is played to Luke's Bar, it is immediately returned to its player's hand.
  • Cards resolve their On Reveal effects before being returned.
Machineworld
  • Whenever a card is played to Machineworld, the player's opponent gets a copy of that card added to their hand.
Madripoor
  • Cards can be moved freely from Madripoor to other Locations (but not the other way around).
Mindscape
  • At the beginning of turn six, both players swap hands.
Miniaturized Lab
  • Cards cannot be played to Miniaturized Lab on turns three, four, or five.
Mirror Dimension
  • At the beginning of turn four, the Mirror Dimension becomes a copy of one of the other Locations in play, chosen at random.
Mojoworld
  • If one player has more cards than the other at Mojoworld, their total power there is increased by one hundred.
  • Neither player gets the bonus if they have an equal number of cards at the Location.
Monster Island
  • Both players get a Monster with nine power at Monster Island when it's revealed.
Monster Metropolis
  • Whichever card has the highest power at Monster Metropolis gets an additional three power.
  • If two cards are tied for the highest power, both get the bonus.
Morag
  • The first card played by each player on each turn cannot be played to Morag.
Mother Mold
  • Whenever a card is played to Mother Mold, a Sentinel is created in the player's hand.
Mount Wundagore
  • Whenever a card is played to Mount Wundagore, its player discards a card.
Muir Island
  • At the end of each turn, every card at Muir Island permanently increases its power by one.
Murderworld
  • At the end of turn three, every card at Murderworld is destroyed.
Necrosha
  • Cards at Necrosha have two less power.
Negative Zone
  • Cards at the Negative Zone have three less power.
New York
  • During turn six, both players can move cards to New York from other locations.
Nidavelir
  • Cards have five additional power while they're at Nidavelir.
Nova Roma
  • Both players draw a card from their deck when Nova Roma is revealed.
Olympia
  • Both players draw two cards from their deck when Olympia is revealed.
Onslaught's Citadel
  • Ongoing effects at Onslaught's Citadel are doubled.
Oscorp Tower
  • At the end of turn three, all cards at Oscorp Tower switch sides.
Pleasant Hill
  • Whenever a card is played to Pleasant Hill, its player draws a card.
Project Pegasus
  • Both players get five additional energy the turn Project Pegasus is revealed (and only on that turn).
Quantum Realm
  • Whenever a card is played to Quantum Realm, its power becomes two.
Ruins
  • No Effect.
Sakaar
  • When Sakaar is revealed, a random card from each player's hand is moved there without paying its cost.
  • This does not count as playing the card, and On Reveal effects do not trigger.
Sanctum Sanctorum
  • Cards cannot be played to Sanctum Sanctorum after it is revealed.
Savage Land
  • Both players get a pair of one-power Raptors at Savage Land when it's revealed.
Sewer System
  • Cards at the Sewer System have one less power.
Shadowland
  • Both players get a Ninja at Shadowland that reduces their total power there by two.
Sinister London
  • Whenever a card is played to Sinister London, a copy is added to another location if possible.
Sokovia
  • Both players discard a card at random when Sokovia is revealed.
Space Throne
  • Each player can only have one card at the Space Throne, instead of the usual maximum of four.
  • If a player has multiple cards at the Space Throne when it's revealed, they remain there, but more cannot be added until the Location's single slot is empty.
Stark Tower
  • At the end of turn five, each card at Stark Tower gets two additional power for the rest of the match.
Starlight Citadel
  • At the end of turn four, all three Locations change positions.
  • Cards played to each Location do not go with them, remaining in their current position and whichever Location ends up there.
Strange Academy
  • At the end of turn five, every card at Strange Academy is moved to one of the other two Locations at random.
  • Each card's destination is chosen separately.
Subterranea
  • Both players shuffle five Rocks with zero power into their decks.
T.A.H.I.T.I.
  • Whenever a card is destroyed or discarded, a copy is created at T.A.H.I.T.I.
The Hub
  • Both players get a card added to their hand, each randomly selected from among all the cards in the game.
The Nexus
  • Each player's power at The Nexus is added to their power at the other two locations as well.
The Peak
  • Every card in both players' hands at the time The Peak is revealed switches its power and cost values.
The Raft
  • The first player to have four cards at The Raft draws a card that costs six energy from their deck, and changes that card's cost to zero.
The Superflow
  • Players get one additional energy at the start of each turn if they have no cards at The Superflow.
The Vault
  • Cards cannot be played to The Vault on turn six.
Tinkerer's Workshop
  • Both players get one additional energy the turn Tinkerer's Workshop is revealed.
Titan
  • Cards that cost six energy cost five instead.
Transia
  • When Transia is revealed, all three Locations immediately change positions.
  • Cards played to each Location do not go with them, remaining in their current position and whichever Location ends up there.
Triskelion
  • Random cards, chosen from among all the cards in the game, are added to each players' hand until they are full.
TVA (Time Variance Authority)
  • The match ends after four turns instead of six.
  • If the TVA becomes a different Location before turn four, the game length returns to normal.
Utopia
  • During turn four, cards at Utopia can move to other locations.
Vormir
  • Players with no cards at Vormir can only play cards to Vormir.
Wakanda
  • Cards at Wakanda cannot be destroyed.
Wakandan Embassy
  • Every card in both players' hands at the time Wakandan Embassy is revealed gets two additional power for the rest of the match
Warrior Falls
  • At the end of each turn, a card in each player's hand is chosen at random. The chosen card permanently increases its power by one.
Washington, D.C.
  • Cards with no abilities get three additional power while in Washington, D.C.
Weirdworld
  • As long as Weirdworld is revealed, players draw from their opponent's deck instead of their own.
  • Players draw from their own decks again as normal if Weirdworld becomes a different Location.
Westview
  • At the beginning of turn four, Westview becomes a different Location, chosen at random from all the Locations in the game.
Worldship
  • When Worldship is revealed, both of the other Locations become Ruins.
Xandar
  • All cards get one additional power as long as they're at Xandar.
X-Mansion
  • At the end of turn three, both players get a random card, chosen from among every card in the game, at the X-Mansion.

When a Location's effect refers to "playing" a card, this means placing the card there from your hand. Cards that move to a Location from elsewhere on the board are not considered to have been "played."

This means that there are still ways to get cards to Locations such as Sanctum Sanctorum, even if you can't play them there!

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