The original edition came out in 1963 in a double-size box. The large box was nearly twice the area of a traditional AH box. Later the game came out in a traditional-size box. A second edition with clarified rules was issued in 1974 with the same standard size box but thinner.
The rules are fairly straightforward. The strategies are extremely deep. Stalingrad is by far the most thoroughly and deeply analyzed board war game. Furthermore, the game preserves interest for players at a wide range of levels. Stalingrad is a good game to use to introduce players to hex-based war games.
Stalingrad uses a move-combat sequence, alternating between players. There is limited advance (one square) or retreat (two squares) after combat. Units have one-square thick zones of control; movement directly from one square in the zone of control of a unit into an adjoining square of the zone of control of the same unit is not allowed. Functional terrain includes swamp (one square per turn movement), mountains (one square per turn movement, defenders are doubled), major cities (defenders doubled), rivers (defenders behind rivers are doubled if attacked only across the river), railroads (ten square movement bonus, must be taken all at once), lakes (impassible). Weather is good in summer, snow in winter, and governed by a table in the spring and fall. Mud halves ground movement. Snow halves ground and rail movement, and freezes (converts to clear terrain) some swamps, rivers, lakes, and oceans. Combat is mandatory between units that are adjacent at the end of each turn, but the attacker chooses which units attack which other units, so long as all adjacent units are in some battle. The classical Avalon Hill D6 table, with results such as D Elim, A Elim, etc is in use. Germans have limited replacements; Russian replacement rates escalate as the game goes on. The objective is to capture the opposition's key cities (for the Russians, Leningrad, Moscow, Stalingrad) or to destroy the other side's army. The Russian (implicit in rules) can also win by taking Helsinki, Warsaw, and Bucharest, and holding them for two complete turns, but I have never heard of this being done between normal players.
Several extremely bad German strategic plans are in wide use.
Everybody’s “classic,” STALINGRAD is probably the most analyzed wargame in existence. The 1974 revision made only slight changes to the rulebook regarding clarity and play balance.
How to Play videos
The following three videos teach the rules of the game, and present an introduction to playing the first few turns. They were recorded by George Phillies, and parallel his book "Stalingrad for Beginners", available at Smashwords.com and on Amazon Kindle.
Stalingrad for Beginners (George Phillies) - on Amazon Kindle
Stalingrad for Beginners - Part 1 How to Play (George Phillies) - (many formats, Smashwords.com)
Stalingrad for Beginners - Part 2 Basic Tactics (George Phillies) - (many formats, Smashwords.com)
Stalingrad Replayed (George Phillies) on Amazon Kindle
I made this cheat sheet to be used with Stalingrad. It covers all the changes suggested by Mr. Miranda on a single page. The original rule variant were publised in The stragegist in March 2001. I recommend using a D20 to track Air Force points
I quickly wrote up this ruleset to introduce a friend to wargaming using the Stalingrad map and units and a basic ruleset (so as not to inundate him with rules.) All in all, it was pretty successful and the games were fun. And yes, it was an intentional design decision to use the Bucket O' Dice combat pattern... it was easier to teach this method to my friend (close to Risk.)
I encourage others to try this ruleset out.