You build a wobbly tower of cardboard walls and roof cards, adding a floor each turn while a little rhino climbs higher. Roof symbols change who plays next. Steady hands matter more than rules, so young kids can join in quickly.
What age is Rhino Hero for?
Box says 5+
We suggest 5+ with an adult helping, 6+ on their own.
A turn is build one floor and play a roof, with a few symbols to remember and no reading. The hard part is steady hands, which a 5 year old can manage with a little help and a 6 year old usually can alone.
Easy to learn
2 to 5 players
5 to 15 minutes
About 3 minutes to set up (our estimate)
Competitive
Players can hurt each other's plans directly. Content: Cartoon superhero rhino who chases burglars by climbing a toy tower. The tower falling down ends the game; nothing frightening is described.
Checked against the HABA instructions leaflet for Rhino Hero, copyright 2012. Page numbers are the printed numbers, 3 to 7. The leaflet has a multilingual cover with no printed number before them and a warning page with no number after them. Earlier versions of this page counted the cover as page 1 and cited every page one too low.
Rhino Hero in four steps
This is a walkthrough of one round at a table of three: you, Ana and Ben. Scroll down and tap things to try them. The board follows along. This is a walkthrough, not a game, so nothing is dealt or shuffled. The drawings here are our own. The real foundation, walls, roof cards and symbols look different, and so does Rhino Hero. The names Ana and Ben and every hand are ours too. The rules are the real Rhino Hero rules, and the page numbers are the printed page numbers of the leaflet, 3 to 7.
Step 1 of 4: Set up the table
1
Set up the table
Rhino Hero is a stacking game, so whether a tower wobbles or falls depends on steady hands. A screen can't test that. The drawings show where things go and what the rules say, and nothing on this page judges your balance. Put the foundation in the middle of the table with either side face up (page 4). Shuffle the roof cards and deal five to each player, or seven each with 2 players (page 4). Put the rest in a provision pile away from the foundation, and get the walls and Rhino Hero ready (page 4). Whoever did a good deed most recently starts. If you can't agree, the youngest player starts (page 5). Play goes clockwise (page 5). Tap a player count and a foundation side.
How many players?
Which side of the foundation?
Official variant The easy side of the foundation is the front, and the back is for expert stacking heroes (page 4). The leaflet's picture shows two marks on the front and one on the back, and our drawing follows the picture. The text doesn't give a count per side (page 4).
The leaflet doesn't say where Rhino Hero stands at the start (page 4 says only to get him ready), so we drew him beside the tower. Our foundation, walls, roof cards, Rhino Hero and hands are all made up.
2
Build a floor, then a roof
Before you place a roof card you build the floor with one or two walls. Have a look at the marks on the foundation or on the last roof card placed. The mark shows the number and position of the walls for the new floor (page 5). Take the walls and bend them to the necessary angle, position them, and place one of your roof cards on top (page 5). This walkthrough uses the front of the foundation, which has two marks. Tap Stand a wall, then tap where it goes. Then tap a roof card from your hand, and how it lies.
Your roof cards
Touching the tower
The next floor
The leaflet pictures marks only on the foundation (page 4). It never pictures the marks on a roof card, so the marks on our roof cards, our floors of one or two walls and our five-card hand are our own. The leaflet says only that the marks show the number and position of the walls and that a floor has one or two walls (page 5).
The page can't check how you hold your hands, so the touching choices are just tap to see.
3
The five roof symbols
Some roof cards have special symbols, which change how the next player builds (page 5). You just placed a roof card with a symbol. Tap each symbol to see what it does and who plays next. Then try 2 players, because two of the symbols work differently (page 5).
How many players?
Two questions about the double roof
The leaflet says the double roof should ideally be played as the second to last roof card in your hand (page 6). That is a hint, not a rule.
The five symbol icons in the drawing are our own shapes with the leaflet's names. The real icons look different. The Rhino Hero mark on our roof card is our own too, because the leaflet doesn't picture it. The leaflet gives only the total of 31 roof cards, not how many carry each symbol (page 3), so our hands are teaching sets.
4
How the game ends
The game ends as soon as a player has built their last roof card, or the tower falls, or all the walls have been built in (page 7). Pick an ending. For the tower falling we tell you who knocked it down instead of testing it, then you tap who wins.
Pick an ending
If the tower falls, pick a table
Who wins?
House rule With younger kids, let a grown-up bend and stand up the walls, and let the kid place the roof card. The leaflet has no beginner variant besides the easy side of the foundation (page 4).
The leaflet says the player who made the house collapse loses, but not whether that player counts when you look for the fewest roof cards (page 7). We treat Ben as out, and that is our reading.
The leaflet doesn't say what counts as a collapse, such as how many pieces fall or whether Rhino Hero falling counts, so we never say. We tell you the tower fell and carry on with the rules. The hands on each table are made up.
That is a whole round. Setup, a quick teaching script, a refresher and a pocket card are below.
How do you teach Rhino Hero to kids?
The box says 5 and up. We suggest 5 and up with an adult helping, and 6 and up on their own. Teach it by building the first floor together. The tower wobbling is most of the fun, and the rules are short.
Say this
We are building a tower for Rhino Hero. It is made of walls and roofs, one floor at a time.
On your turn, look at the marks on the card on top. They show how many walls to put up, and where.
Bend the walls and stand them on the marks. Then put one of your roof cards on top.
Some roofs have a symbol. It changes what happens next, like skipping a turn or moving Rhino Hero.
Touch only the piece you are placing, and be careful.
The first person to put down their last roof card wins. If the tower falls, the one who knocked it down loses.
The foundation card has an easy side and a harder side for expert stackers (page 4), so choosing the easy side is an official variant. There is no other beginner variant, so the other simplifications below are house rules.
First-game simplifications
Official variant Use the easy side of the foundation card. The leaflet says the front is the easy variation (page 4).
House rule Let a grown-up bend and stand up the walls, and let the kid place the roof card. The rulebook says you build your own floor (page 5).
House rule Give each kid one practice go: let them take back one placement if the tower is wobbling and has not fallen.
Watch-outs for kids ages 5 to 6
Look at the marks on the card on top for how many walls to put up and where. Position the walls as exactly as you can on the marks (pages 5 and 6).
Put the roof card the same way round as the foundation (page 6).
You may touch only the wall or roof card you are placing. Use both hands if it helps (page 6).
A double roof lets you place a second roof on top, but you can not put one double roof on top of another (page 6).
Take a breather skips the next player. With two players, you play again at once (page 5).
If the tower falls, the player who caused it loses. The player with the fewest roof cards left wins (page 7).
Back for another game?
Setup: foundation in the middle, 5 roof cards each (7 with 2 players), the rest in a provision pile (page 4).
Your turn: look at the marks on the foundation or the last roof. Bend the walls, stand them on the marks, and put one of your roof cards on top, the same way round as the foundation (pages 5 and 6).
Symbols: change of direction, take a breather (the next player loses a turn), additional card (the next player draws a roof card first), double roof (place a second roof on top), Rhino Hero (the next player moves him to the new mark first) (pages 5 and 6).
Rules: touch only the piece you place. Place walls as exactly as you can (page 6).
Winning: put down your last roof card, or be the player with the fewest roof cards if the tower falls. Tied on cards? The most special symbols on your remaining roofs wins (page 7).
If every wall has been built in, you all win together (page 7).
Every turn, four things
On your turn you build a floor and place a roof (page 5). Some roof cards also have symbols (pages 5 and 6).
Look at the marksCheck the foundation or the last roof card for the number and position of the walls (page 5).
Stand the wallsBend one or two walls and position them as exactly as you can on the marks (pages 5 and 6).
Place a roof cardPut one of your roof cards on top, the same way as the foundation (page 6).
Pass the turnThe next player goes, unless a symbol says otherwise (pages 5 and 6).
Your pocket card
For the table. The front is your turn and how the game ends, the back is the five roof symbols.
Rhino Hero, the short version
Be firstout of roofs
Build: put up the walls the marks show, then place a roof card on top (page 5).
Touch: only the piece you are placing (page 6).
Falls: the player who knocked it down loses. The fewest roofs left wins (page 7).