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HABA 302808 Rhino Hero – Super Battle

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Place three more floor cards face-up on the table and create a face-down draw pile with the remaining cards. But these are used to indicate the ‘easy’ versus ‘hard’ sides of the board and as such they convey no ongoing gameplay information. You can tell them apart by how many build points are displayed – the side with the fewest build points is the difficult one.

Meeple Like Us is engaged in mapping out the accessibility landscape of tabletop games. Teardowns like this are data points. Games are not necessarily bad if they are scored poorly in any given section. They are not necessarily good if they score highly. The rating of a game in terms of its accessibility is not an indication as to its quality as a recreational product. These teardowns though however allow those with physical, cognitive and visual accessibility impairments to make an informed decision as to their ability to play. Each player starts the game with five cards, unless there are only two of you in which case you start with seven. Your hand is made up of roof cards only, with each one having a different action on it that, once played, affect the game in some way. The wall tiles remain in a draw pile to the side which should be taken from at the beginning of each players turn.Then you roll the movement die and move your hero up or down the amount of floors shown on the die (-1 to 3). If you reach a level that already has another player, you battle by rolling opposing dice. The loser goes down a floor. Super Battle changes that by giving players autonomy as to where they’ll place their card, and the structure you’ve all been collaborative architecting will provide whole suite of meaningful options around that. Those options will draw in position, precarity, and the confidence each player has in their ability to work within the constraints of the construction. Maybe you place a really dodgy roof on a really dodgy wall hoping that it’s just on the right side of robustness for you to make it stay, but not so robust anyone will want to build on it. There’s nothing to stop another player looking at what you’ve done and saying ‘blow that’ before placing their own roof somewhere different. Eventually your structure will become so interconnected that every placement impacts on every other card but that doesn’t mean every point of play is as risky as every other. More than this, each player will have their own views on what is risky and what is not. You might find yourself driving the next player towards the place you want them to build only to find they had different ideas as to the destination of their own card. No but seriously my son loves to do the “single tall wall with a floor on top” move that immediately starts teetering precariously Overall the accessibility in this category is slightly worse than Rhino Hero, but since we already didn’t recommend that for those with visual impairments it doesn’t really change the state of affairs much. Cognitive Accessibility The cards are fine in all cases, with the short and long walls having different icons and the rest of the colour information having no game impact:

Build points on the foundational boards are either red or yellow, and this creates an accessibility issue of sorts for some players with colour blindness: Refer to the Rhino Hero accessibility teardown for a full discussion of this. The accessibility discussion is meaningfully identical except if anything it’s an even stronger recommendation because of how the pacing of the game is more flexible and how the arc of the experience is more nuanced. It’s a strong recommendation here. Physical Accessibility Build a spectacular 3D cardboard skyscraper. Two different height walls create wobbly excitement. Players can even start from multiple foundations and join the towers together with bridges.The goal in Rhino Hero: Super Battle is to get your hero to the highest level of the communal tower.

On a turn, players will add either tall walls or short walls to a dictated by a floor piece that has already been played. You may also have to add a dastardly spider monkey to the construction! Then you will add your own floor piece for someone else to build on. Roll the light blue die. The number rolled indicates how many floors your superhero can be moved up the skyscraper.

If the structure has not fallen by this point, the player then rolls a die to climb the tower. Based on the result, the player moves their hero piece up or down that many levels. Whilst all these intoxicatingly bright colours are a feast for the eyes, it has ignited some of the more interesting debates I have had in my life. Endeavouring to convince people to play what essentially looks like a children’s TV show is more problematic than I thought.

Rhino Hero is the extremely popular prequel to Rhino Hero Super Battle. Created by the innovative HABA company, this game is the modern-day Jenga with a far better theme and lots more interactivity, making it a fantastic first step into the new-era of “board gaming.” Younger players only can ignore the minus sign on the die. i.e -1 would be treated in the same way as one and they would move their superhero up one level. It’s easy to see now how Rhino Hero appeals to everyone. Kids love the challenge, and almost thrive on having to move the rhino. Whereas adults, whether playing in the pub or once the little ones have gone to bed, will pull the most outrageous faces as they desperately attempt to concentrate, while the engrossed, watching crowd cheer their every move. Rhino Hero: Super Battle takes a game that was decent and makes it superb. Playing this game is a blast, and I recommend it for kids and adults alike.

Super Battle emulates the perfect crescendo; a smooth and circumspect event but as the skyscraper grows, the tension begins to build until the grand finale of everything toppling over and exploding like a firework of urban landscape. The entire rhythm of the game then basically works towards making sure things get big and things get tall. This means that when the last player actually does make the move that causes the whole thing to come tumbling down there’s a proportionate payout for the work you did. It’s not that this is necessarily better than what Rhino Hero accomplished but it’s different and in a way that I personally believe makes it a more genuinely enjoyable experience. It gives you more opportunity for skilful and strategic play, but it never loses the core of what makes Rhino Hero itself worth playing – the sheer anarchic fun that comes from destroying something beautiful. You might spend a little more on this than you would for Rhino Hero itself but I don’t think for an instant you’d find yourself regretting the extra. Unusually, I might even go an additional step and say ‘Seriously, get both – you can mix and match and that’s the best of all possible worlds’. This isn’t a circumstance where one game obsoletes the other – they can co-exist in the same game library because they are going to give you different flavours of the experience. It’s like having strawberry and chocolate ice-cream in the freezer. Having one doesn’t mean you won’t fancy the other when you finally get around to grabbing a bowl. Refer to the Rhino Hero accessibility teardown for a full discussion of this.. The accessibility issues are identical and as such we strongly recommend it in this category. Socioeconomic accessibility Take the superhero medal if you are higher up the skyscraper than any other player at the end of the turn.

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