Marvel Snap locations are an integral part of the game. Marvel Snap has players playing cards in one of three locations, each with its own effect on the game. Locations have a huge effect on how the game plays out, and taking advantage of them is the key to success. Here is everything you need to know about Marvel Snap locations.
Marvel Snap Locations: How Locations Work
Locations are a fundamental part of every game of Marvel Snap. When you play your cards, you choose one of three locations to play your card on. The power of the cards you play on a given location will be added together, and whichever player has the most power in a location at the end of the game, wins the location. To win the game, you must win two of the three locations.
There are many locations with different effects in the game, and three of them will be selected randomly for each match. At the start of the match, the location on the left will be revealed, the middle one will be revealed on turn two and the final one on turn three. Cards can be played on all three locations from the start, so you need to be wary of the location’s effect if it has not been revealed yet.
Marvel Snap Locations: List Of Locations
Here is the full list of locations in Marvel Snap, including their effects.
Locations | Effects |
Asgard | At the end of turn 4, whoever is winning here draws 2 cards. |
Atlantis | If you only have one card here, it has +5 Power. |
Avengers Compound | On turn 5, all cards must be played here. |
Baxter Building | Whoever is winning this location gets +3 Power at the others. |
Bifrost | After turn 4, move all cards one location to the right. |
Central Park | Add a Squirrel to each location. |
Cloning Vats | When you play a card here, add a copy to your hand. |
Crimson Cosmos | 1, 2, and 3-Cost cards can’t be played here. |
Daily Bugle | Get a copy of a card in your opponent’s hand. |
Danger Room | Cards played here have a 25% chance to be destroyed. |
Dark Dimension | Cards played here are not revealed until the game ends. On Reveal effects activate before the game ends. |
Death’s Domain | When you play a card here, destroy it. |
District X | Replace both decks with 10 random cards. |
Dream Dimension | On turn 5, cards cost 1 more. |
Elysium | Cards cost 1 less. |
Fisk Tower | When a card moves here, destroy it. |
Gamma Lab | After turn 3, transform all cards here into the Hulk. |
Grand Central | At the end of turn 5, put a card from each player’s hand here. |
Hala | At the end of turn 4, destroy all cards controlled by the player losing here. |
Hellfire Club | 1-Cost cards can’t be played here. |
Hell’s Kitchen | Draw a 1-Cost card from your deck. |
Isle of Silence | Ongoing effects are disabled here. |
Jotunheim | After each turn, cards here lose 1 Power. |
K’un-Lun | When a card moves here, give it +2 Power. |
Kamar-Taj | On Reveal effects happen twice at this location. |
Klyntar | Cards here have -2 Power. |
Knowhere | On Reveal effects do not happen at this location. |
Kyln | You can’t play cards here after turn 4. |
Lechuguilla | When you play a card here shuffle 3 rocks into your deck. |
Lemuria | No cards are revealed this turn. |
Limbo | There is a turn 7 this game. |
Los Diablos Base | At the end of turn 3, ruin a random location. |
Mindscape | At the start of turn 6, swap hands. |
Miniaturized Lab | On turn 3, 4, and 5, no cards can be added here. |
Mirror Dimension | On turn 4, transform into one of the other locations. |
Mojoworld | Whoever has more cards here gets +100 Power. |
Monster Island | Add a 9-Power Monster here for each player. |
Monster Metropolis | The cards with the highest Power here get +3 Power. |
Muir Island | After each turn, give cards here +1 Power. |
Murderworld | At the end of turn 3, destroy all cards here. |
Negative Zone | Cards here have -3 Power. |
New York | On turn 6, you can move cards to this location. |
Nidavellir | Cards here have +5 Power |
Nova Roma | Draw a card. |
Olympia | Draw 2 cards |
Onslaught’s Citadel | Ongoing effects here are doubled. |
Oscorp Tower | After turn 3, all cards here swap sides. |
Project Pegasus | +5 Energy this turn. |
Ruins | [no effect] |
Sakaar | Put a card from each player’s hand here. |
Sanctum Sanctorum | Cards can’t be played here. |
Savage Land | Add two Raptors on each side of this location. |
Shadowland | Add a Ninja to each side with -2 Power. |
Sinister London | When you play a card here, add a copy to another location. |
Sokovia | Discard a card from each player’s hand. |
Stark Tower | At the end of turn 5, give all cards here +2 Power. |
Starlight Citadel | After turn 4, swap the position of each location. |
Strange Academy | At the end of turn 5 move all cards here to other random locations. |
Subterranea | Shuffle 5 rocks into each deck. |
The Bar With No Name | Whoever has the least Power here wins. |
The Big House | 4, 5, and 6-Cost cards can’t be played here. |
The Hub | Add a random card to each player’s hand. |
The Ice Box | Give a card in each player’s hand +1 Cost. |
The Nexus | Your Power here is granted to other Locations as well. |
The Space Throne | Only one card can be here for each player. |
The Superflow | If you have no cards here, +1 energy each turn. |
The Triskelion | Fill each player’s hand with random cards. |
The Vault | On turn 6, cards can’t be played here. |
Tinkerer’s Workshop | +1 Energy this turn. |
Titan | 6-Cost cards cost 1 less. |
Transia | Change all three locations around. Cards played remain in the same position. |
Wakanda | Cards here can’t be destroyed. |
Wakandan Embassy | Give +2 Power to cards in players’ hands. |
Washington D.C. | Cards here with no abilities have +3 Power. |
Weirdworld | Both players draw from their opponent’s decks. |
Westview | Turns into a new location on turn 4. |
Worldship | Destroy the other locations. |
X-Mansion | At the end of turn 3, add a random card here for each player. |
Xandar | Cards here have +1 Power. |