Fill digits so each run sums to its clue
Tap a cell, then use the number pad or type 1-9 · arrow keys to navigate
Kakuro is a cross-sum puzzle - a crossword where every answer is a number. The grid mixes dark clue cells with empty white cells. Each clue cell can hold two totals: the blue number in its lower-left corner is the target for the run of white cells stretching to its right, and the red number in its upper-right corner is the target for the run stretching downward. Fill every white cell with a digit from 1 to 9 so that each run adds up exactly to its clue, without using any digit twice in the same run. Every run is at least two cells long.
Click or tap a white cell to select it, then enter a digit with the number pad below the board or your keyboard. The arrow keys jump between white cells, skipping clue blocks, and Clear, Backspace, Delete or 0 empties a cell. Every digit you enter counts as a move, including replacing one you already entered, while clearing a cell is free. The puzzle finishes the moment every white cell is filled and every run hits its total with no repeats, and a summary shows your moves, your time from the first digit, and the grid size. Choose 6×6, 8×8 or 10×10 above the board; clicking a size button always deals a fresh puzzle.
Kakuro here is drawn as a square grid of 6×6, 8×8 or 10×10 cells. The top row and left column are always clue cells, and extra clue blocks are scattered through the interior to break rows and columns into shorter runs. Each clue cell shows its across total in blue at the lower left and its down total in red at the upper right. Tap or click a white cell, then enter a digit from the number pad below the board or from your keyboard; the arrow keys jump between white cells, and Clear, Backspace, Delete or 0 empties a cell.
Puzzles are generated on the spot, so you will not meet the same grid twice. The generator fills the white cells following the real Kakuro rule — no digit repeats inside a run — and never leaves a run of just one cell, so the classic combination tables apply exactly. The checker enforces the same rule: the puzzle completes the instant every run reaches its total with no repeated digit. Grids are not checked for a single unique answer, so any filling that meets every clue is accepted, even one that differs from the grid the generator started with. The summary shows your move count, solve time and grid size.
The three buttons set the grid size: 6×6, 8×8 or 10×10, counting the clue row and column, which leaves a 5×5, 7×7 or 9×9 playing area minus the random interior blocks. Larger grids bring longer runs, bigger totals and many more interlocking constraints. The generation method is identical at every size, so the extra difficulty comes from scale and bookkeeping rather than from a different kind of logic.
For the complete rules, the deeper strategy and the history of the game, read the full Kakuro guide, or browse guides for all 33 games.