playjust.one

How to solve Kakuro

Kakuro is a crossword with sums where the clues would be: fill the white cells with digits from 1 to 9 so that every run — across and down — adds up to the number at its head, and no digit stands twice in a run.

Almost everything here follows from two facts: how many ways a given sum can be made from different digits, and that every white cell lies in two runs at once. This page walks through the most common moves in turn, simplest first, each on a small board you can click through at your own pace.

Play today’s Kakuro

How to play

Fill the white cells with digits from 1 to 9 so that each run of cells — across or down — adds up to the number at its head.

A clue cell is cut by a diagonal: the number above it is the sum of the cells to its right, the number below it the sum of the cells beneath.

Within one run no digit appears twice.

Tap a white cell and pick a digit on the pad under the board; the same digit again clears it. With notes on, digits are pencilled small in the cell instead.

A reddish cell holds a digit its run already has, or sits in a run whose sum has gone wrong; a sum greys out once its run is done.

Solved: every run adds up to its number, and no run holds a digit twice. The sums come with the board; the digits in the white cells were filled in, which is why they are in plum.

The sums are given at the start and stay put; every white cell is yours to fill. Every board has exactly one solution and can be reached without guessing — when nothing seems to give, there is always some run with only one way left.

Sure sums

A sum can usually be made from different digits in several ways — but the extreme ones in only one. Two cells give at least 3 (1 + 2) and at most 17 (8 + 9); three cells at least 6 and at most 24. Such a run says at once which digits stand in it, though not yet where.

Step 1 of 3

The cross

Every white cell lies in a row and in a column at once, so its digit has to fit both sums. Where two runs of sure digits cross, the cell they share usually has only one way out — and that is the most common move in Kakuro.

Step 1 of 3

The last cell

When a run is missing just one cell, no combinations are needed — subtraction is enough. Towards the end of a board almost every digit written closes some run, and then the board solves itself.

Step 1 of 3

Reading a run

A long run with an ordinary sum has many combinations and says nothing on its own. But its cells lie in other runs too, and those have usually left each cell only a couple of possibilities. Then it pays to go through the run’s combinations one by one and keep only those that can be laid out over those cells.

Step 1 of 4

The sum of an area

Sometimes a few rows cover exactly the same cells as a few columns — with one cell to spare. Then the rows’ total and the columns’ total differ by precisely that one cell, and its digit can be worked out without knowing anything about the others. On big boards this is sometimes the only way on.

Step 1 of 4

No timer. Leave and come back — it’s saved.

Play today’s Kakuro