
Sep 23, 2026 · 1 hr 4 min · 10 segments
We discuss Marvel Snap, with Andrew Doull, Rob Parker and…
Andrew DoullHost
Rob ParkerGuest
Lauren WhatevsGuest
Or if there's a tiebreaker where one lane is tied, just having the most points overall.

You start off with a deck of 12 cards and draw three the first turn and then one per turn.

And it's a escalating energy mechanism where you start off with one energy the first turn, play through to turn six where you have six energy, and you use that energy to spend to play specific cards.

The first one of which is this mechanism also describes an actual physical card game called Air, Land and Sea by John Perry.

The developers of Marvel Snap Second Dinner have certainly been aware of Air, Land and Sea.

There's talks online, you can talk, where Ben Brode presents the development of Marvel Snap and the designs process.

And they've gone through a lot of iterations, apparently, and eventually ended up on the same format, almost identically to this game developed by John.

This is actually a kind of fundamental design in the same way that perhaps roguelikes are a fundamental design.

There's something interesting about this particular format that you could take in all sorts of different directions if you wanted to do other game designs.

And I believe there have been some straight up clones of this particular game that have just started coming out.

Add some stakes to the game and not make it so that it only matters if you win or lose.

Or if there's a tiebreaker where one lane is tied, just having the most points overall.

You start off with a deck of 12 cards and draw three the first turn and then one per turn.

And it's a escalating energy mechanism where you start off with one energy the first turn, play through to turn six where you have six energy, and you use that energy to spend to play specific cards.

The first one of which is this mechanism also describes an actual physical card game called Air, Land and Sea by John Perry.

The developers of Marvel Snap Second Dinner have certainly been aware of Air, Land and Sea.

There's talks online, you can talk, where Ben Brode presents the development of Marvel Snap and the designs process.

And they've gone through a lot of iterations, apparently, and eventually ended up on the same format, almost identically to this game developed by John.

This is actually a kind of fundamental design in the same way that perhaps roguelikes are a fundamental design.

There's something interesting about this particular format that you could take in all sorts of different directions if you wanted to do other game designs.

And I believe there have been some straight up clones of this particular game that have just started coming out.

Add some stakes to the game and not make it so that it only matters if you win or lose.
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