Encounter
Treachery

When Revealed: Give Rhino a tough status card. If Rhino already has a tough status card, this card gains surge.

"Bring it!" — Rhino
Core Set #105. Rhino #15-16.
"I'm Tough"
Encounter
Attachment

Armor.

Attach to Rhino.

Forced Interrupt: When any amount of damage would be dealt to Rhino, place it here instead. Then, if there is at least 5 damage here, discard Armored Rhino Suit.

Core Set #98. Rhino #5.
Armored Rhino Suit
Encounter
Side Scheme
Starting Threat: 2.
Rhino is breaking things and taking them!

When Revealed: Place an additional 1 threat here.

(Hazard Icon: Deal +1 encounter card during the villain phase.)

Boost:
Core Set #107. Rhino #20.
Breakin' & Takin'
Encounter
Attachment
Attack: +3

Attach to Rhino.

Forced Interrupt: When Rhino attacks, the attack gains overkill. (Excess damage to an ally from this attack is dealt to that ally's controller.) At the end of this attack, discard Charge.

Boost:
Core Set #99. Rhino #6-7.
Charge
Encounter
Side Scheme
Starting Threat: 2.
Panicked civilians crowd the area. It is difficult to confront Rhino without putting them at risk. Get the people to safety!

(Crisis Icon: While this scheme is in play, you cannot remove threat from the main scheme.)

Boost:
Core Set #108. Rhino #21.
Crowd Control
Encounter
Attachment

Weapon.

Attack: +1

Attach to Rhino.

Hero Action: Spend resources → discard this card

Boost:
Core Set #100. Rhino #8.
Enhanced Ivory Horn
Encounter
Treachery

When Revealed: Rhino heals 4 damage. If no damage was healed this way, this card gains surge.

"You think you can stop me? What a joke!" — Rhino
Core Set #104. Rhino #13-14.
Hard to Keep Down
Encounter
Minion

Hydra.

Attack: 1. Scheme: 0. Health: 3.

Guard. (While this minion is engaged with you, you cannot attack the villain.)

Boost:
"What is Hydra doing here?" — Carol Danvers
Core Set #101. Rhino #9-10.
Hydra Mercenary
Encounter
Villain. Stage 1

Brute. Criminal.

Attack: 2. Scheme: 1. Health: 14.
"I'm Rhino, I knock things down. That's what I do. That's who I am."
Core Set #94. Rhino #1.
Rhino
Encounter
Villain. Stage 2

Brute. Criminal.

Attack: 3. Scheme: 1. Health: 15.

When Revealed: Search the encounter deck and discard pile for the Breakin' & Takin' side scheme and reveal it. Shuffle the encounter deck.

"Out of my way!"
Core Set #95. Rhino #2.
Rhino
Encounter
Villain. Stage 3

Brute. Criminal.

Attack: 4. Scheme: 1. Health: 16.

Toughness. (This character enter play with a tough status card.)

When Revealed: Stun each hero.

"You brought this on yourself!"
Core Set #96. Rhino #3.
Rhino
Encounter
Minion

Criminal. Elite.

Attack: 3. Scheme: 2. Health: 4.

Toughness. (This character enters play with a tough status card.)

Boost:
"I just wanna get paid!"
Core Set #102. Rhino #11.
Sandman
Encounter
Minion

Criminal.

Attack: 2. Scheme: 1. Health: 3.

When Revealed: Deal 1 damage to each hero.

Boost:
"I bet you're shocked to see me!"
Core Set #103. Rhino #12.
Shocker
Encounter
Treachery

When Revealed (Alter-Ego): This card gains surge.

When Revealed (Hero): Rhino attacks you. If a character is damaged by this attack, that character is stunned.

Boost:
Core Set #106. Rhino #17-19.
Stampede
Main Scheme. Stage 1
Rhino is attacking a S.H.I.E.L.D. facility!

Contents: Rhino (I) and Rhino (II). (Rhino (II) and Rhino (III) instead for expert mode.) Rhino and Standard encounter sets. One modular encounter set (recommended: Bomb Scare).

Setup: Advance to stage 1B.

The Break-In!
Encounter
Main Scheme. Stage 1
Starting Threat: 0. Escalation Threat: 1.
Threat: 7.
Rhino is trying to smash through the facility wall and steal a shipment of vibranium. You must stop him!

If this stage is completed, the players lose the game.

Core Set #97. Rhino #4.
The Break-In!