There are various Locations in Marvel Snap. Each comes with its own unique effect. We'll be going over all the Locations and their respective effects.
In the card battler genre, boards are usually nothing more than a simple playing field with little to no effect on the overall gameplay besides the occasional board skin. Marvel Snap transforms this scene by introducing Locations.
They function as 'mini-boards' that you can use to house up to four cards each. Each Location will have a unique effect that can improve/worsen your cards, possess ongoing effects, or generate pure chaos.
To win a match in Marvel Snap, you will need to control as many of the three present per game by beating your opponent's Power in each Location. However, these unique Locations and their effects can have game-changing consequences on your strategy, so knowing them well is the key to victory.
We last update this page after the release of the Animals Assemble season.
All Locations In Marvel Snap
There are currently 83 Locations in Marvel Snap. Despite the large number, each one has an equal chance of randomly appearing in your match as one of the three Locations. However, 'Featured Locations' may have a greater chance of appearing in your match.
Here are all the Locations in Marvel Snap and their respective effects:
Location | Effect |
Altar of Death | When you play a card here, destroy it to get +2 Energy next turn. |
Asgard | At the end of turn 4, whoever is winning here draws 2 cards. |
Asteroid M | After you play a 3 or 4-Cost card, move it here. |
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. |
Camp Lehigh | Add a random 3-Cost card to each player’s hand. |
Central Park | Add a Squirrel to each Location. |
Cloning Vats | When you play a card here, add a copy to your hand. |
Collapsed Mine | Fill this Location with Rocks. Skip a turn to destroy your Rocks. |
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. |
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. |
Eternity Range | After turn 3, add a Rock to the losing player's side. |
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 | After turn 4, merge your cards here with a Symbiote. |
Knowhere | 'On Reveal' effects do not happen at this Location. |
Krakoa | On turn 5, this location will take over and play both players' cards for them. |
Kyln | You can’t play cards here after turn 4. |
Lamentis-1 | Draw 3 cards. Destroy both decks. |
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. |
Morag | You can't play your first card here each turn. |
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. |
Orchis Forge | After you play a card here, add a Sentinel to your hand. |
Oscorp Tower | After turn 3, all cards here swap sides. |
Pet Mansion | This turn, all cards must be played here. |
Plunder Castle | Only cards that cost 6 can be played here. |
Project Pegasus | +5 Energy this turn. |
Quantum Realm | When you play a card here, set its base Power to 2. |
Quantum Tunnel | When you play a card here, swap it with a card in your deck. |
Rickety Bridge | After each turn, if there is more than one card here, destroy them. |
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. |
Shuri's Lab | When you play a card here, double its 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 Sacred Timeline | First to fill this gets a copy of their opening hand. |
The Sandbar | Cards with abilities can’t be played here. |
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 | Shuffle the Locations. |
Vibranium Mines | When you play a card here, shuffle 3 Vibranium into your deck. |
Vormir | The first card you play here is destroyed. |
Wakanda | Cards here can’t be destroyed. |
Wakandan Embassy | Give +2 Power to cards in players’ hands. |
Wakanda Throne Room | Card(s) here with the highest Power have their Power doubled. |
Warrior Falls | After each turn, cards here 'fight.' Destroy the weakest one(s). |
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. |
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