
- BGG rank
- BGG #5,135
- BGG rating
- 7.3
Stalingrad Pocket: 2nd Edition – The Wehrmacht's Greatest Disaster
- 1–2 players
- 180–900 min
- Complexity 2.6/5
- 1996

2012
Rules assistance for It Never Snows
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 1 player

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Answers come from the official rulebook, with the page to check.
It Never Snows is a board game released in 2012 for 1–6 players, 540–1500 minutes per game, and ages 14 and up. It was designed by Dean Essig and its main mechanics are Dice Rolling, Hexagon Grid, and Simulation.
It Never Snows is a Standard Combat Series (SCS) game covering the pivotal Market Garden offensive in September, 1944. Using a system based on the well-received SCS Game Bastogne, It Never Snows covers the landings and ground offensive endeavoring to link up with them at 600m per hex with units generally companies. Each turn is half a day making for a 17 turn campaign game (uniquely playable among Market Garden games). The expansive five map area allows each of the airborne division fights to be geographically isolated and separate, as was the case historically. What this does is that it allows each situation to be gamed as its own little tactical puzzle—making it such that a player might be “winning” in one region while “losing” in another, at the same time. Both players are always “in the game.” While the Allied player is busy dropping paratroopers, establishing bridgeheads and running a ground offensive to link up with them, the German player must devastate the airborne forces clinging to Arnhem, defend the various river crossings and counterattack to sever the Allied supply lines. Both players are attacking and defending at the same time, every turn. Following on the heels of Bastogne, It Never Snows uses a tactical model with a minimal amount of rules overhead which shows both set-piece as well as “on the fly” attacks and the effects of indirect fires and air support. A fantastically detailed OOB shows the insane array of German units being scratched together to defeat the Allied offensive—from displaced sailors to the deaf, from elite armor to barely trained school units, from highly motivated SS to penal units being pushed into battle at gunpoint. Against the elite airborne troops of the Allies, this menagerie is hardly the German army many wargamers envision when they think of World War II. Scenarios: Campaign. All five maps, all 17 turns. The full meal with players selecting their own landing sites. Historical Drop Zones Campaign. Almost the same as the above, only with the actual drop sites listed so that players can see the real thing and not have to do that planning themselves. Sept 18: Foothold. Here the initial drops have already happened and the battle is underway. By passing on the first turn air drops, this is a much quicker version of the campaign. Sept 20: High Water Mark. This 12 turn game places the player in the shoes of the Allies at the very moment the success (or failure) of the campaign is determined. The Witches Cauldron. A small map area scenario covering the defense of Oosterbeek. Hold Until Relieved. The battle for Arnhem in a small map area and only 6 turns. Hail Mary, Full of Grace. A small area, 6 turn scenario covering the 82 Abn Division’s crossing of the Waal river and the effort of the Gds Armored Division to link up with them through Nijmegen. Hell’s Highway. A small map area, 8 turn game covering the German attempts to cut the XXX Corps supply line. It Never Snows... Components: SCS Series Rulebook Game Specific Rulebook Five Full Color 22" x 34" Game Maps Four Full Color 11" x 17" Play Aides (Air Drop Planning, Allied Reinforcement, and two German Reinforcement) 840 Counters (Take a look!) Box and Dice Scale *units: companies (except artillery: battalions) *map: *turn: half a day (from MMP website and user's description))
It Never Snows supports 1–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for It Never Snows is 540–1500 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists It Never Snows for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
It Never Snows has a complexity rating of 2.5 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
It Never Snows belongs to these categories: Wargame and World War II. Its main mechanics are Dice Rolling, Hexagon Grid, and Simulation. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of It Never Snows are: Dean Essig. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists It Never Snows as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.