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A tense staring contest is underway. Kitted out in double denim and with a battered electric guitar in hand,
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Marvel Snap is his “what’s next”, and you can feel the care that’s gone into the game not just from Brode but the rest of the team. Snap is a smart deconstruction of everything card games, the type of rebuild that’s only really possible when you’ve spent years and years thinking about how a genre ties together.
While cards you play and locations on the board can change everything, as a baseline you’ll get one power at turn one and move to have six power at turn six. Powerful game-changing heroes like Magneto or The Hulk will cost six power, while other heroes will cost less than that. The aim is to slowly build your power at a nice curve. Players of Hearthstone will be immediately familiar, but here everything feels more urgent, part of the six turn limit making sure you’re never treading water.
You can play up to four cards at each of these locations, but certain builds can up the complexity in a big way. A destruction deck draws power from destroying your own cards. Movement decks might involve using powers to shuffle your own cards around the locations unpredictably.
Chances are for your first 50 games, you’ll be slapping cards down and trying to keep track of those different locations and the stacks of cards. A lot of people that work on Marvel Snap clearly care deeply about the
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