Every Location In Marvel Snap

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Marvel Snap



Asgard

  • At the end of turn four, the player winning Asgard draws two cards from their deck.

Asteroid M

  • Whenever a card is played that costs three energy or four energy, it is moved to Asteroid M.

Atlantis

  • Cards get five additional power while they’re at Atlantis, as long as there are no other cards on their side at the same Location.

Attilan

  • At the end of turn three, both players shuffle their hands into their decks and draw three cards.

Avengers Compound

  • Cards cannot be played to any Location other than Avengers Compound during turn five.

Bar Sinister

  • Whenever a card is played to Bar SInister, copies of the card are added to Bar Sinister until it is full.

Bar With No Name

  • The player with the least power at the Bar With No Name wins the location.
  • If the Bar With No Name becomes a different location, the player with the most power there wins as normal.

Baxter Building

  • Whichever player is currently winning Baxter Building gets three additional power at the other two Locations.

Bifrost

  • At the end of turn four, every card on the board (not just at Bifrost) moves one Location to the right, if possible.

Big House

  • Cards with a cost of four or higher cannot be played to the Big House.

Central Park

  • Both players get a one-power Squirrel at every location when Central Park is revealed.

Cloning Vats

  • Whenever a card is played to Cloning Vats, a copy of that card is created in its player’s hand.

Counter-Earth

  • Whenever a card is played to Counter-Earth, a copy of that card is created at the same Location.

Crimson Cosmos

  • Cards that cost three or less energy cannot be played to Crimson Cosmos.

Crystal Towers

  • When Crystal Towers is revealed, both players shuffle their hands into their decks and draw three cards.

Daily Bugle

  • Each player draws a copy of a random card from their opponent’s hand.

Danger Room

  • Whenever a card is played to Danger Room, there is a one-in-four chance that card will be destroyed.
  • Cards with On Reveal effects still resolve them before being destroyed.

Dark Dimension

  • Cards played to Dark Dimension are not revealed until after the final turn ends.
  • These cards resolve their On Reveal effects, alter power totals accordingly, and then the game ends.

Death’s Domain

  • Cards played to Death’s Domain are destroyed after they are revealed.
  • The cards’ On Reveal effects still trigger before they are destroyed.

Deep Space

  • Cards played to Deep Space do not resolve their On Reveal effects.

District X

  • Both players replace their decks with ten cards chosen at random from among all the cards in the game.

Dream Dimension

  • All cards cost one additional energy to play during turn five.

Ego

  • Both players’ turns are played automatically by the AI while Ego is revealed.
  • If Ego is transformed into another location, players regain control of the game.

Elysium

  • Cards cost one less energy while Elysium is revealed.
  • If Elysium becomes a different Location, all card costs immediately return to normal.
  • Cards that check another card’s cost, such as Elektra, use the original cost rather than the modified one.

Fisk Tower

  • Whenever a card moves to Fisk Tower, that card is destroyed after the movement is resolved.

Fogwell’s Gym

  • At the end of the game, both players receive twice the number of Boosters they would normally get.

Gamma Lab

  • At the end of turn three, every card at Gamma Lab becomes a Hulk with twelve power for the rest of the match.

Genosha

  • Cards can be freely moved from other locations to Genosha (but not the other way around)

Grand Central

  • At the end of turn five, a card is automatically played for free to Grand Central from each player’s hand, chosen at random.
  • No card is played if your hand is empty.

Hala

  • At the end of turn four, all cards at Hala belonging to the player with the least power there are destroyed.

Hellfire Club

  • Cards with a cost of one cannot be played to Hellfire Club.

Hell’s Kitchen

  • Both players draw a card with a cost of one from their deck when Hell’s Kitchen is revealed.
  • If there are no cards in your deck with a cost of one, no card is drawn.

Ice Box

  • One card in each player’s hand, chosen at random, has its cost permanently increased by one.

Isle Of Silence

  • Ongoing effects on cards at the Isle Of Silence are nullified.
  • A card at the Isle Of Silence can still be affected by an Ongoing effect at a different Location.

Jotunheim

  • Every card at Jotunheim permanently loses one power at the end of each turn.

Kamar-Taj

  • Cards played to Kamar-Taj resolve their On Reveal effects twice.

Klyntar

  • Cards at Klyntar have two less power.

Knowhere

  • Cards do not resolve their On Reveal effects when played to Knowhere.

Krakoa

  • On turn six, both players’ cards are played by the AI.

K’un-Lun

  • When a card moves to K’un-Lun, it gains two power.

Kyln

  • No cards can be played to Kyln after turn four.

Lechuguilla

  • Whenever either player plays a card to Lechuguilla, they shuffle three zero-power Rock cards into their deck.

Lemuria

  • Cards played on the turn Lemuria is revealed remain face-down until the end of the following turn.
  • Cards do not trigger their On Reveal effects until they are turned face-up.

Limbo

  • The game ends after seven turns, rather than six.
  • If Limbo is transformed into another Location before turn seven, the game ends after turn six as normal.

Los Diablos Base

  • At the end of turn three, a random Location is turned into Ruins (see below).

Luke’s Bar

  • Whenever a card is played to Luke’s Bar, it is immediately returned to its player’s hand.
  • Cards resolve their On Reveal effects before being returned.

Machineworld

  • Whenever a card is played to Machineworld, the player’s opponent gets a copy of that card added to their hand.

Madripoor

  • Cards can be moved freely from Madripoor to other Locations (but not the other way around).

Mindscape

  • At the beginning of turn six, both players swap hands.

Miniaturized Lab

  • Cards cannot be played to Miniaturized Lab on turns three, four, or five.

Mirror Dimension

  • At the beginning of turn four, the Mirror Dimension becomes a copy of one of the other Locations in play, chosen at random.

Mojoworld

  • If one player has more cards than the other at Mojoworld, their total power there is increased by one hundred.
  • Neither player gets the bonus if they have an equal number of cards at the Location.

Monster Island

  • Both players get a Monster with nine power at Monster Island when it’s revealed.

Monster Metropolis

  • Whichever card has the highest power at Monster Metropolis gets an additional three power.
  • If two cards are tied for the highest power, both get the bonus.

Morag

  • The first card played by each player on each turn cannot be played to Morag.

Mother Mold

  • Whenever a card is played to Mother Mold, a Sentinel is created in the player’s hand.

Mount Wundagore

  • Whenever a card is played to Mount Wundagore, its player discards a card.

Muir Island

  • At the end of each turn, every card at Muir Island permanently increases its power by one.

Murderworld

  • At the end of turn three, every card at Murderworld is destroyed.

Necrosha

  • Cards at Necrosha have two less power.

Negative Zone

  • Cards at the Negative Zone have three less power.

New York

  • During turn six, both players can move cards to New York from other locations.

Nidavelir

  • Cards have five additional power while they’re at Nidavelir.

Nova Roma

  • Both players draw a card from their deck when Nova Roma is revealed.

Olympia

  • Both players draw two cards from their deck when Olympia is revealed.

Onslaught’s Citadel

  • Ongoing effects at Onslaught’s Citadel are doubled.

Oscorp Tower

  • At the end of turn three, all cards at Oscorp Tower switch sides.

Pleasant Hill

  • Whenever a card is played to Pleasant Hill, its player draws a card.

Project Pegasus

  • Both players get five additional energy the turn Project Pegasus is revealed (and only on that turn).

Quantum Realm

  • Whenever a card is played to Quantum Realm, its power becomes two.

Ruins

Sakaar

  • When Sakaar is revealed, a random card from each player’s hand is moved there without paying its cost.
  • This does not count as playing the card, and On Reveal effects do not trigger.

Sanctum Sanctorum

  • Cards cannot be played to Sanctum Sanctorum after it is revealed.

Savage Land

  • Both players get a pair of one-power Raptors at Savage Land when it’s revealed.

Sewer System

  • Cards at the Sewer System have one less power.

Shadowland

  • Both players get a Ninja at Shadowland that reduces their total power there by two.

Shuri’s Lab

  • Whenever a card is played to Shuri’s Lab, double that card’s power.

Sinister London

  • Whenever a card is played to Sinister London, a copy is added to another location if possible.

Sokovia

  • Both players discard a card at random when Sokovia is revealed.

Space Throne

  • Each player can only have one card at the Space Throne, instead of the usual maximum of four.
  • If a player has multiple cards at the Space Throne when it’s revealed, they remain there, but more cannot be added until the Location’s single slot is empty.

Stark Tower

  • At the end of turn five, each card at Stark Tower gets two additional power for the rest of the match.

Starlight Citadel

  • At the end of turn four, all three Locations change positions.
  • Cards played to each Location do not go with them, remaining in their current position and whichever Location ends up there.

Strange Academy

  • At the end of turn five, every card at Strange Academy is moved to one of the other two Locations at random.
  • Each card’s destination is chosen separately.

Subterranea

  • Both players shuffle five Rocks with zero power into their decks.

T.A.H.I.T.I.

  • Whenever a card is destroyed or discarded, a copy is created at T.A.H.I.T.I.

The Hub

  • Both players get a card added to their hand, each randomly selected from among all the cards in the game.

The Nexus

  • Each player’s power at The Nexus is added to their power at the other two locations as well.

The Peak

  • Every card in both players’ hands at the time The Peak is revealed switches its power and cost values.

The Raft

  • The first player to have four cards at The Raft draws a card that costs six energy from their deck, and changes that card’s cost to zero.

The Superflow

  • Players get one additional energy at the start of each turn if they have no cards at The Superflow.

The Vault

  • Cards cannot be played to The Vault on turn six.

Tinkerer’s Workshop

  • Both players get one additional energy the turn Tinkerer’s Workshop is revealed.

Titan

  • Cards that cost six energy cost five instead.

Transia

  • When Transia is revealed, all three Locations immediately change positions.
  • Cards played to each Location do not go with them, remaining in their current position and whichever Location ends up there.

Triskelion

  • Random cards, chosen from among all the cards in the game, are added to each players’ hand until they are full.

TVA (Time Variance Authority)

  • The match ends after four turns instead of six.
  • If the TVA becomes a different Location before turn four, the game length returns to normal.

Utopia

  • During turn four, cards at Utopia can move to other locations.

Vibranium Mines

  • Whenever a card is played to Vibranium Mines, three Vibranium cards are shuffled into the player’s deck.
  • Vibranium is a one-cost, four-power card with an ability that prevents it from being destroyed.

Vormir

  • Players with no cards at Vormir can only play cards to Vormir.

Wakanda

  • Cards at Wakanda cannot be destroyed.

Wakandan Embassy

  • Every card in both players’ hands at the time Wakandan Embassy is revealed gets two additional power for the rest of the match

Warrior Falls

  • At the end of each turn, there are multiple cards at Warrior Falls, the card(s) with the lowest power are destroyed.
  • If all cards at Warrior Falls have the same power, no cards are destroyed.
  • It doesn’t matter to which player the cards belong – if you’re the only one with cards at Warrior Falls, the weakest will be destroyed at the end of the turn.

Washington, D.C.

  • Cards with no abilities get three additional power while in Washington, D.C.

Weirdworld

  • As long as Weirdworld is revealed, players draw from their opponent’s deck instead of their own.
  • Players draw from their own decks again as normal if Weirdworld becomes a different Location.

Westview

  • At the beginning of turn four, Westview becomes a different Location, chosen at random from all the Locations in the game.

Worldship

  • When Worldship is revealed, both of the other Locations are destroyed entirely, along with any cards there.
  • Destroyed Locations are removed from play; cards can only be played to the remaining Location for the rest of the game.

Xandar

  • All cards get one additional power as long as they’re at Xandar.

X-Mansion

  • At the end of turn three, both players get a random card, chosen from among every card in the game, at the X-Mansion.



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