This article is part of a directory: Marvel Snap: Complete Guide (Best Decks, Best Cards, Tips, & Tricks)
Table of contents

One of the things that make Marvel Snap stand apart from other mobile deck-based strategy games is its use of locations. The way to win a match is to have a higher power score on two out of the three locations, and each location has a special effect that can turn the match on its head. For the first three turns of the match, each location will be revealed one by one, altering the gameplay in some way.

There are some locations that can increase a card's power; there's one that can create copies of any card and even one that makes players trade the cards in their hands with the opponent on the last turn. As long as players understand what the locations do and what cards they should play there, locations can really be helpful in defeating a rival Marvel Snap opponent. By using this guide, Marvel Snap players can see all locations currently available in the game and read about each one's effects.

RELATED: Marvel Snap Dev Explains How a Single Card Solved a Major Criticism

Marvel Snap List of All Locations and Effects

MARVEL SNAP
Asgard Whoever is winning this location after turn 4 will get to draw two cards.
Atlantis Gain +5 power if you only have one card here.
Attilan After turn 3, shuffle hand into deck and draw three cards.
Avengers Compound On turn 5, all cards must be played at this spot.
Baxter Building Whoever is winning this location gets +3 power at the other ones.
Central Park Add a Squirrel card to each location.
Cloning Vats Any card played here gets a copy added to the player's 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 of being destroyed.
Dark Dimension Cards at this location will not be revealed until the game ends.
District X Replace both decks with 10 random cards.
Dream Dimension Starting at turn 5, cards cost 1 more energy.
Ego Ego takes over and plays cards for players.
Elysium Cards cost 1 less energy
Fisk Tower When a card moves to this location, destroy it.
Gamma Lab After turn 3, all cards here will transform into the Hulk.
Grand Central Put a card here from each player's hand after turn 5.
Hala After turn 4, destroy the cards here that belong to the player with the least power.
Hell's Kitchen Draw a 1-cost card from your deck.
Hellfire Club Cards that cost 1 can't be played here.
K'un Lun When a card moves here, give it two extra power.
Kamar-Taj On Reveal effects happen twice.
Knowhere On Reveal effects don't happen.
Kyln Cards can’t be played here after turn 4
Lemuria Cards aren’t revealed this turn.
Limbo There is an extra turn this game.
Los Diabos Base At the end of turn 3, ruin a random location.
Luke's Bar Any card played here gets returned to the player's hand.
Mindscape At the start of turn 6, players swap hands.
Miniaturized Lab On turns 3, 4, and 5, no cards can be played at this spot.
Mirror Dimension On turn 4, transform this location into one of the other locations.
Mojoworld Whoever has more cards here gets +100 Power.
Monster Island Add a 9-Power Monster for each player
Monster Metropolis The cards with the highest power here get an extra 3 Power.
Muir Island After each turn, give cards here +1 Power
Murderworld After turn 3, cards here get destroyed.
Necrosha Cards here have -2 Power.
Negative Zone Cards here have -3 Power.
New York On turn 6, you can move cards to this location.
Nova Roma Draw a card
Olympia Draw 2 cards.
Onslaught's Citadel Ongoing effects are doubled here.
Oscorp Tower After turn 3, all cards here swap sides.
Project Pegasus +5 Energy this turn.
Ruins A Wasteland of destruction.
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.
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 of it to a random location.
Sokovia Discard a card from each player's hand.
Stark Tower After turn 5, give all cards here +2 Power.
Strange Academy At the end of turn 5, move all cards here to other random locations.
Subterranea Shuffle 5 rocks into both player's decks.
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 both hands.
The Ice Box Give a card in each player's hand +1 cost.
The Peak Each card in your hand swaps its power and cost.
The Raft First to fill this location gets to draw a 6-cost card that costs 0 to play.
The Space Throne Only one card from each player can be here.
The Superflow If you have no cards at this spot, +1 energy each turn.
The Triskelion Fill each player's hand with random cards
The Vault On turn 6, no cards can be played here.
Tinkerer's Workshop +1 Energy this turn.
Titan 6-Cost cards cost 1 less
Transia Swap the positions of each location.
Wakanda Cards here cannot be destroyed.
Wakandan Embassy Give +2 power to cards in the hand.
Washington DC Cards here with no abilities get +3 power.
Wierdworld Both players draw from their opponent's decks.
Westview Turns into a new location on turn 4.
Worldship Destroy the other locations.
X-Mansion After turn 3, add a random card here for each player.
Xandar Cards here have +1 Power.

It's worth noting that Marvel Snap is still technically in its Early Access period, so there could be more Locations added over time. We'll try to keep this list updated as much as possible.

Marvel Snap is available as a free download on PC and mobile devices.

Source: Marvel Snap.io