Kakuro

Kakuro is a cross-sums puzzle. Fill every white square with a digit from 1 to 9 so that each horizontal or vertical run of squares adds up to the number printed in the clue cell before it, and no run repeats a digit. That second rule is what makes it solvable: a clue is a set of digits, not just a total. Every puzzle here is generated and then solved from scratch to prove it has exactly one answer.

Time0:00Left26Across5 in 2Down24 in 6Puzzle#20260918

New puzzle generates a fresh grid at the size you last chose, Hint fills one square and says which clue settled it, and the three-dot menu holds the combination reference, pencil marks, fill-in-all-marks, check-as-you-go, today’s shared puzzle and the grid size.

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This grid

A 6 × 6 interior. The shortest grid here — four runs in five are two or three squares long — and the one to learn the combination table on.

Clues with only one answer

Thirty-four of the 120 possible clues have exactly one set of digits. These twelve are the ones worth knowing by heart.

  • 3 in 2 = 1 + 2
  • 4 in 2 = 1 + 3
  • 16 in 2 = 7 + 9
  • 17 in 2 = 8 + 9
  • 6 in 3 = 1 + 2 + 3
  • 7 in 3 = 1 + 2 + 4
  • 23 in 3 = 6 + 8 + 9
  • 24 in 3 = 7 + 8 + 9
  • 10 in 4 = 1 + 2 + 3 + 4
  • 11 in 4 = 1 + 2 + 3 + 5
  • 29 in 4 = 5 + 7 + 8 + 9
  • 30 in 4 = 6 + 7 + 8 + 9

Keyboard

Arrows
Move to the next square
1 – 9
Enter a digit
Backspace
Clear the square
P
Pencil marks on or off
C
Combination reference
F
Full screen
Grids
6 × 6, 8 × 8, 9 × 9
Digits
1–9, never twice in a run
Possible clues
120
Clues with one answer
34 of the 120

What are the rules of kakuro?

  • Every white square holds one digit from 1 to 9. Zero is never used.
  • A run is an unbroken line of white squares, across or down. Each run has its own clue.
  • The clue is printed in the shaded cell at the start of the run: above the diagonal for the run going right, below it for the run going down.
  • The digits in a run must add up to the clue and must all be different from each other.
  • A digit may repeat elsewhere in the grid — the no-repeat rule applies inside a run, not along the whole row.
  • Every run here is between two and nine squares long, because nine distinct digits is all there is.

That is the whole game. There is no third rule, no shading, no outside knowledge. The difficulty comes from the fact that every square sits on two runs at once, so each digit has to satisfy an across clue and a down clue simultaneously.

How do you read a kakuro clue?

Read it as a set of digits, not as arithmetic. "17 in two squares" cannot be 9 + 8 or 8 + 9 in any meaningful sense — it is the set {8, 9}, and the only question left is which square takes which. That reframing is the single biggest step a beginner can take, because it turns a subtraction problem into a lookup.

There are 120 clues a kakuro can print: every combination of run length from two to nine and a total that is actually reachable with that many different digits. Thirty-four of those 120 allow exactly one set of digits. On a finished grid here, roughly one clue in five is one of them, which is why a grid that looks impenetrable usually has three or four squares you can fill immediately.

The twelve short clues worth memorising
SquaresTotalThe only set
231 + 2
241 + 3
2167 + 9
2178 + 9
361 + 2 + 3
371 + 2 + 4
3236 + 8 + 9
3247 + 8 + 9
4101 + 2 + 3 + 4
4111 + 2 + 3 + 5
4295 + 7 + 8 + 9
4306 + 7 + 8 + 9

The pattern is worth seeing rather than learning by rote: for any run length, the smallest total and the next one up are forced, and so are the largest and the one below it. The board's combination reference (press C, or find it in the three-dot menu) lists every set for whichever two clues cross the square you are sitting on, so nothing here needs to be memorised to play.

Which kakuro clues are the hardest to pin down?

The ones in the middle. A total sitting at the centre of its range has the most ways of being made, and a four-square run totalling 20 is the worst clue in the game: twelve different sets of digits produce it, and so does a five-square run totalling 25. No other clue in kakuro reaches twelve. Those two tell you almost nothing on their own and have to be broken open from the runs crossing them.

Among the run lengths with room to have a middle — two through seven — four and five squares are the only ones whose worst total is a single number. The other four tie three ways: 9, 10 and 11 in two squares are all equally unhelpful, and so are 14, 15 and 16 in three. The table below therefore lists every total that ties rather than picking one of them to name. Eight and nine squares are a different matter entirely, because every total they can print allows exactly one set of digits.

How much a clue narrows things down, by run length
SquaresPossible totalsHardest totalsSets they allow
23 – 179, 10, 114
36 – 2414, 15, 168
410 – 302012
515 – 352512
621 – 3929, 30, 318
728 – 4234, 35, 364
836 – 44any1
945451

Notice the two ends. A nine-square run can only total 45 and must contain every digit from 1 to 9 — there is nothing else nine different digits can be. An eight-square run is the same idea one digit short: each of its nine possible totals, 36 through 44, leaves out exactly one digit, so an eight-square run totalling 40 is 1–9 without the 5. Long runs look frightening and are the easiest clues on the grid.

Do you ever have to guess in kakuro?

No. Each puzzle here is built by filling a grid with digits, reading the clues off that fill, and then solving the result from scratch to check that no second answer exists. A fill that admits two answers is repaired and re-checked, so what reaches the screen is provably single-answer. If you are guessing, the deduction is there and you have not found it yet.

What that does not mean is that the puzzle falls to one trick. Looking at a square, listing what its across clue allows, listing what its down clue allows, and writing in the digit if only one survives — that technique alone never finishes a grid here. It settles a handful of squares and then stalls. The rest comes from working a whole run at a time: asking which digits a run cannot do without, and which of its squares can still take them.

Is kakuro harder than sudoku?

Different, and harder to start. A sudoku hands you clues already written in the grid, so there is always somewhere to look. A kakuro starts completely empty, and the opening move has to come from a clue that constrains itself — a short run with an extreme total, or a long run with almost no freedom. Once the first few squares are in, kakuro tends to unravel faster than sudoku, because each new digit prunes two runs rather than three units that overlap heavily.

The arithmetic is also less of the puzzle than it looks. After the first few grids you stop adding up and start recognising clues — 16 in two, 7 in three, 45 in nine — the way a chess player recognises a position rather than calculating it.

How do you get better at kakuro?

  • Open on a forced clue, not on the shortest runThirty-four of the 120 possible clues allow exactly one set of digits, and about one clue in five on a generated grid is one of them. Find one and you have the contents of a whole run before you have worked out a single square.
  • Cross two forced clues and you have a squareIf a 17-in-two crosses a 6-in-three, the first is {8,9} and the second is {1,2,3}. The sets share nothing, so that crossing square is impossible — which means you have misread a clue, and catching that early saves ten minutes.
  • Work the long runs first, not lastA nine-square run is always 1 to 9 and an eight-square run is 1 to 9 minus one digit, so the longest runs on a grid are the ones that give up their contents instantly. Beginners avoid them because the totals look large.
  • Ask which digits a run cannot do withoutEvery way of totalling 16 in two squares uses a 9. If only one of those two squares can take a 9 — because its down clue rules the 9 out of the other — that square is settled without narrowing anything else down first.
  • Pencil a whole run at a timeHalf-filled pencil marks produce false deductions, because a digit you have not written down looks eliminated. Fill every square of a run, or none of them, and let the crossings do the erasing.

Kakuro questions people ask

Can a digit repeat in a kakuro row?
Yes, as long as the repeats are in different runs. The no-repeat rule applies within a single run — one unbroken line of white squares between two clue cells — not across the whole row or column.
Does every kakuro have only one solution?
Every puzzle on this page does. The generator solves each candidate grid from scratch and throws it away if a second answer exists, so the deduction you make is always the only one available.
What is the highest clue in kakuro?
Forty-five, on a nine-square run, which must be the digits 1 to 9 in some order. The highest two-square clue is 17, which is always 8 and 9.
Where do you start a kakuro grid?
At a clue with only one possible set of digits — 3, 4, 16 or 17 in two squares, 6, 7, 23 or 24 in three — and preferably where two of them cross. Thirty-four of the 120 possible clues are forced like this.
How do pencil marks help in kakuro?
They hold a run's possible digits without committing to an order. Fill in all pencil marks writes every digit that still fits into every empty square, which is how the crossings start eliminating each other.

The rules in six lines

  1. 1Fill the white squares with 1 to 9Every white square takes exactly one digit between 1 and 9. There is no zero and no blank square in a finished grid.
  2. 2Add each run to its clueA run is an unbroken line of white squares. The digits in it must total the number in the shaded cell that starts it — above the diagonal for across, below it for down.
  3. 3Never repeat a digit inside a runThe digits in one run must all be different. A repeat is allowed elsewhere in the same row or column, as long as it falls in a different run.
  4. 4Treat a clue as a set of digitsSeventeen in two squares can only be 8 and 9; six in three squares can only be 1, 2 and 3. Looking the set up beats adding numbers together every time.
  5. 5Use the crossingsEvery white square sits on one across run and one down run at once, so a digit has to satisfy both clues. That overlap is where almost every deduction in the game comes from.
  6. 6Finish when every square is full and legalThe puzzle is solved the moment all the white squares hold digits, every run hits its total, and no run repeats. There is nothing else to check.

The long version, with worked examples and the questions beginners actually ask, is on how to play kakuro.

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