Marvel's comics have long been known for superpowered heroes and villains, over-the-top action, bright and colorful artwork, and collectability. Marvel Snap does a fantastic job of taking all of these traits and applying them to a virtual card game that's easy to jump into and hard to put down. Gameplay is simple and straightforward. Players build a deck of twelve cards from their virtual collection and compete in 1v1 matches for control of three different locations. Up to four cards can be placed at a single location, and whoever has the highest total power rating has control. After six turns, if you have control of at least two out of three locations, you win. Players take their turns at the same time which, combined with the six turn limit, means matches are pretty quick, perfect for those that want to jump in for a few rounds during a lunch break or in between errands.
The balance of Marvel Snap is where the game really shines. No single card feels overpowered or unbeatable. By keeping things well-balanced, it puts more of a focus on the strategic element. Whether you win or lose a match, it never feels like a total blowout. If one player thinks they have an edge, they can push their advantage with a Snap, effectively doubling the rewards or losses in the match. It's not a guaranteed victory, though, as one good turn of the cards can quickly shift the tide of battle. There's no "pay to win" here, as players don't buy individual cards. Instead, they earn new, random cards through gameplay. Upgrading cards doesn't change how they play, but simply tweaks their appearance with new visual effects like animated backgrounds, or taking a cue from the comic market, with variant artwork of different art styles. This makes Marvel Snap almost as much fun to collect as it is to play.