Marvel Snap Locations: All Locations Explained

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.

AsgardAt the end of turn 4, whoever is winning here draws 2 cards.
AtlantisIf you only have one card here, it has +5 Power.
Avengers CompoundOn turn 5, all cards must be played here.
Baxter BuildingWhoever is winning this location gets +3 Power at the others.
BifrostAfter turn 4, move all cards one location to the right.
Central ParkAdd a Squirrel to each location.
Cloning VatsWhen you play a card here, add a copy to your hand.
Crimson Cosmos1, 2, and 3-Cost cards can’t be played here.
Daily BugleGet a copy of a card in your opponent’s hand.
Danger RoomCards played here have a 25% chance to be destroyed.
Dark DimensionCards played here are not revealed until the game ends. On Reveal effects activate before the game ends.
Death’s DomainWhen you play a card here, destroy it.
District XReplace both decks with 10 random cards.
Dream DimensionOn turn 5, cards cost 1 more.
ElysiumCards cost 1 less.
Fisk TowerWhen a card moves here, destroy it.
Gamma LabAfter turn 3, transform all cards here into the Hulk.
Grand CentralAt the end of turn 5, put a card from each player’s hand here.
HalaAt the end of turn 4, destroy all cards controlled by the player losing here.
Hellfire Club1-Cost cards can’t be played here.
Hell’s KitchenDraw a 1-Cost card from your deck.
Isle of SilenceOngoing effects are disabled here.
JotunheimAfter each turn, cards here lose 1 Power.
K’un-LunWhen a card moves here, give it +2 Power.
Kamar-TajOn Reveal effects happen twice at this location.
KlyntarCards here have -2 Power.
KnowhereOn Reveal effects do not happen at this location.
KylnYou can’t play cards here after turn 4.
LechuguillaWhen you play a card here shuffle 3 rocks into your deck.
LemuriaNo cards are revealed this turn.
LimboThere is a turn 7 this game.
Los Diablos BaseAt the end of turn 3, ruin a random location.
MindscapeAt the start of turn 6, swap hands.
Miniaturized LabOn turn 3, 4, and 5, no cards can be added here.
Mirror DimensionOn turn 4, transform into one of the other locations.
MojoworldWhoever has more cards here gets +100 Power.
Monster IslandAdd a 9-Power Monster here for each player.
Monster MetropolisThe cards with the highest Power here get +3 Power.
Muir IslandAfter each turn, give cards here +1 Power.
MurderworldAt the end of turn 3, destroy all cards here.
Negative ZoneCards here have -3 Power.
New YorkOn turn 6, you can move cards to this location.
NidavellirCards here have +5 Power
Nova RomaDraw a card.
OlympiaDraw 2 cards
Onslaught’s CitadelOngoing effects here are doubled.
Oscorp TowerAfter turn 3, all cards here swap sides.
Project Pegasus+5 Energy this turn.
Ruins[no effect]
SakaarPut a card from each player’s hand here.
Sanctum SanctorumCards can’t be played here.
Savage LandAdd two Raptors on each side of this location.
ShadowlandAdd a Ninja to each side with -2 Power.
Sinister LondonWhen you play a card here, add a copy to another location.
SokoviaDiscard a card from each player’s hand.
Stark TowerAt the end of turn 5, give all cards here +2 Power.
Starlight CitadelAfter turn 4, swap the position of each location.
Strange AcademyAt the end of turn 5 move all cards here to other random locations.
SubterraneaShuffle 5 rocks into each deck.
The Bar With No NameWhoever has the least Power here wins.
The Big House4, 5, and 6-Cost cards can’t be played here.
The HubAdd a random card to each player’s hand.
The Ice BoxGive a card in each player’s hand +1 Cost.
The NexusYour Power here is granted to other Locations as well.
The Space ThroneOnly one card can be here for each player.
The SuperflowIf you have no cards here, +1 energy each turn.
The TriskelionFill each player’s hand with random cards.
The VaultOn turn 6, cards can’t be played here.
Tinkerer’s Workshop+1 Energy this turn.
Titan6-Cost cards cost 1 less.
TransiaChange all three locations around. Cards played remain in the same position.
WakandaCards here can’t be destroyed.
Wakandan EmbassyGive +2 Power to cards in players’ hands.
Washington D.C.Cards here with no abilities have +3 Power.
WeirdworldBoth players draw from their opponent’s decks.
WestviewTurns into a new location on turn 4.
WorldshipDestroy the other locations.
X-MansionAt the end of turn 3, add a random card here for each player.
XandarCards here have +1 Power.