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Marvel has been expanding its catalog of games as of late, with an especially weighty focus on mobile games. This isn’t too surprising considering the lucrative profits that the mobile game market offers to developers, and Marvel Snap is the game in 2022 for Marvel to cash in on that potential.
Featuring a highly tactical gameplay loop that requires players to second guess how their opponents are planning on using their cards, creating an exhilarating back-and-forth that lasts for 6 turns with each player at the brink of taking the upper hand at a moment’s notice. One key aspect of this back and forth is the utilization of and planning around locations.
Now Read: 7 Best Cards In Marvel SNAP
How Do Locations Work In Marvel Snap
In each game of Marvel Snap, you are given 3 locations where you are supposed to play the cards in your hand. Each one of these locations gives the cards that you play there specific buffs or debuffs depending on their effect. The leftmost of these locations is revealed on the first turn, followed by the middle location on the second turn, and finally, the rightmost location is revealed on the third turn.
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What makes this experience a lot more immersive and native to the Marvel universe is how all of these locations are based on places in the ever-expansive world of Marvel. Whether it is Asgard, the Nordic realm of the gods, or New York, the specific locations that you get and their location-specific effects are always sure to put a smile on any dedicated fan’s face.
All Locations In Marvel Snap
Now that you know why locations are important in Marvel Snap, here’s a list of all the locations currently available in the game:
Location | Effect |
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. |
Death’s Domain | When you play a card here, destroy it. (Previously this effect was seen on Knowhere) |
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 turns 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 | Shuffle the locations. |
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. |
Although the developers seem to keep constantly adding a location or two every few weeks of the game’s seasonal cycle, these are all of the locations in Marvel Snap that exist as of now.
As you will have already figured out, the locations that you will be given and their specific effect will have the ability to turn the game around on any player’s head in a matter of seconds. Therefore the key to securing the most amounts of victories for the highest possible rank is to always ensure that you build your deck with an idea in mind of how to secure a favorable position in every possible scenario.
Final Thoughts
Locations in Marvel Snap are key to securing victory. There are a wide array of locations that the game randomly picks from for each match, with each type changing how you will want to strategize your playstyle drastically.
So with locations being chosen randomly for each game, as long as you optimize your deck for the most possible selections, you’ll find yourself gaining the upper hand in more of your games in no time!