Why locations matter more than they look
Origins TCG is played across three locations, and each one carries a rule that applies to that lane for the whole game. It is the part of the game that a decklist cannot control: two players can sit down with the same twenty-five cards and get two completely different games, because one board doubles damage and the other makes everything cost one less.
The Demo 2.0 rotates 44 locations. The official Steam page says the full game will draw "from a pool of 100+ rotating locations that reshape the board and demand a unique strategy". The complete list with every effect is on the locations page, searchable and filterable; this guide is about what to do with them.
How they arrive
The three locations are revealed one per round over the first three rounds. The first is on the table from the start, the second appears in round two, the third in round three. From round four on, nothing more is hidden and you are playing a board you can see entirely.
That schedule is the reason the early rounds are not just about curve: on round one you are committing cards to a lane whose two neighbours you do not know yet. Holding a character for one round to see where it belongs is often worth more than playing it on curve into the wrong lane.
The families of effects
On our list the locations are grouped by what they do to the game, and the groups are worth knowing because they ask for different answers.
- Damage. Amplifying Amphitheatre doubles all damage there, Burnturn Arena chips every character after combat, Soul Artillery hits both barriers whenever something dies. Small bodies stop being safe.
- Mana and costs. Gold Spinning Wheel takes one off everything, Castle in the Clouds only off cards that cost seven or more, Treasurer's Office adds one, Mana Battery lets you keep what you did not spend. These decide who gets ahead on tempo.
- Draw and discard. The Sultan's Court gives a card each round that you must spend, Knowledge Vault rewards whoever fills the lane first, Junkyard takes one from both players, Nostradamus' Call destroys both decks at the start of round six.
- Movement. Conveyor Belt slides everyone right after combat, Ballroom sends a random character back to hand, Open Meadow grants Move.
- Summons and copies. Cloning Lab fills your spaces with copies of what you just played, Reflecting Pool copies it in another location, Sherwood Forest keeps producing Merry MenCard preview:
Merry ManCreated card · Sherwood1 Mana1/1 Power/Health, Hundred Acre Woods puts a Christopher RobinCard preview:
Christopher RobinUnit · Hundred Acre Wood4 Mana5/4 Power/Health on both sides. - Granted keywords. Stomping Grounds gives Trample, The Colosseum Double Attack, Windmill Ridge Defender, Poison Grounds gives Deathtouch to Evil characters, Blessed Grounds gives Shield to Good ones.
- Abilities. Mirror Dimension repeats On Reveal, Burial Grounds repeats On Death, Anti-Magic Vault strips abilities entirely, Wonderland reverses the attack order.
- Destruction and barriers. The Gallows destroys the enemy across from anything that lands there, The Hill kills everything tied for the lowest power after combat, Wall of Dumpty eats the first character you play, Broken Gate makes barriers come back with 10 health instead of 40.
The locations that decide games
A few of them are worth recognising the moment they turn up, because they change what you should do with your hand.
- Cloning Lab. Whatever you play there gets copied into your free spaces in that lane. A cheap body with a good On Reveal becomes three, and the lane is decided in one turn.
- Mirror Dimension. Every On Reveal happens twice. It does for a whole lane what MulanCard preview:
MulanUnit · Legendary · Ballad of Mulan4 Mana2/4 Power/HealthDouble Attack
When an ally On Reveal ability happens, repeat it. does for a deck, and it stacks with her. - The Gallows. Anything that enters play there destroys the enemy across from it. It turns your cheapest character into removal, and it punishes whoever commits first.
- Anti-Magic Vault. Characters lose all abilities. A deck built on triggers has nothing to do there; a deck of plain bodies is suddenly at home.
- Amplifying Amphitheatre. All damage doubled, both ways. A Trample finisher like Ellen TrechendCard preview:
Ellen TrechendUnit · Myth & folklore8 Mana3/3 Power/HealthTrample
On Reveal: I get +3⚔️/+3❤️ for each enemy card here. ends the game through the barrier; so does theirs. - Nostradamus' Call. Both decks are destroyed at the start of round six. Whatever your plan is, it has to be done by round five.
Building with locations in mind
You cannot choose the board, but you can build a deck that is rarely helpless on it.
- Do not put everything on one trigger. A deck that only works through On Reveal is a deck that loses a lane to Anti-Magic Vault. Keep a few cards that are good as plain bodies.
- Keep a reach card. Locations that hit barriers (Overloaded Circuit, "Human" Cannon, Soul Artillery) reward decks that can finish a lane from a distance instead of grinding it.
- Cheap characters gain the most. Every location that grants a keyword or copies a body pays more on a two-drop than on a seven-drop: the location is doing the expensive part.
- Watch the lanes that punish committing. The Hill, Wall of Dumpty and The Gallows all punish the player who fills a lane first. Against an unknown board, the second card into a lane is often safer than the first.
What we still want to check
This list is trascribed from the community database and matches the Demo 2.0 rotation. We have not yet gone through the locations one by one inside the game, as we did with the 122 cards on 22 September 2026: when we do, the locations page will say so, with the date and the count.
Frequently asked questions
- How many locations are there in Origins TCG?
- The Demo 2.0 rotates 44 of them. The official Steam page says the full game draws from a pool of more than one hundred locations.
- When do you see the locations of a game?
- One per round over the first three rounds: the first is known from the start, the second arrives in round two and the third in round three. From round four you play with the whole board in sight.
- Does a location work for both players?
- Yes. A location is a rule of that lane, not a bonus for whoever gets there first: Amplifying Amphitheatre doubles your damage and theirs.
- Where can I see the full list?
- On the OriginsMeta locations page, with search, filters by kind of effect and links to the cards some of them summon.
Written by Pierluigi Cella
OriginsMeta is an independent project and is not affiliated with Koin Games.
Origins TCG










