What Is Kakuro?

Kakuro is a number-placement puzzle usually described as a crossword with digits. Instead of word clues, the dark cells of the grid carry totals, and the white cells in each horizontal or vertical run must add up to the total that heads them. The puzzle ran in American puzzle magazines under the name Cross Sums before the Japanese publisher Nikoli popularised it in Japan, where the name Kakuro - a contraction of the Japanese words for "addition" and "cross" - took hold and later travelled back to newspapers around the world.

Unlike Sudoku, Kakuro does involve arithmetic, but only light addition. The real skill is knowing which sets of digits can make a given total and combining that knowledge across runs that intersect. A handful of memorised combinations does most of the heavy lifting; the rest is careful cross-checking.

The Rules

  • Fill every white cell with a single digit from 1 to 9. Zero is never used.
  • Across clues sit in the lower-left corner of a clue cell (blue on PlayVersusAI) and give the sum of the white cells running to its right, up to the next clue cell or the edge of the grid.
  • Down clues sit in the upper-right corner (red here) and give the sum of the white cells running downward.
  • No repeats within a run: a run totalling 4 across two cells must be 1 and 3, never 2 and 2.

Every white cell belongs to exactly one across run and one down run, and both totals must hold at once. That double membership is what makes the puzzle solvable by deduction.

On PlayVersusAI every run is at least two cells long, and the generator builds each answer under the no-repeat rule, so every combination table below applies exactly. The checker enforces the same rule: the puzzle completes only when every run hits its total with no digit used twice.

Core Strategy: Solving Techniques

Learn the unique-sum combinations

Most totals can be split several ways, but some have only one set of distinct digits. These are the entry points into every puzzle:

  • Two cells: 3 = 1+2, 4 = 1+3, 16 = 7+9, 17 = 8+9.
  • Three cells: 6 = 1+2+3, 7 = 1+2+4, 23 = 6+8+9, 24 = 7+8+9.
  • Four cells: 10 = 1+2+3+4, 11 = 1+2+3+5, 29 = 5+7+8+9, 30 = 6+7+8+9.
  • Five cells: 15 = 1+2+3+4+5, 16 = 1+2+3+4+6, 34 = 4+6+7+8+9, 35 = 5+6+7+8+9.

The pattern is easy to remember: the smallest and largest possible totals for each run length, and the totals one step in from each end, have a single combination. A combination tells you which digits are in the run, not their order - working out the order is what crossing runs are for.

Narrow down the middle totals

Totals in the middle of the range have several combinations, but they still exclude digits. A 5 across two cells is 1+4 or 2+3, so it can never contain 5 or anything higher. A 15 across two cells is 6+9 or 7+8, so nothing below 6 fits. A 12 across two cells is 3+9, 4+8 or 5+7; the digits 1 and 2 are impossible, and 6 only works as 6+6. The board has no pencil-mark mode, so jot these ranges on paper for the cells you are working on.

Intersect crossing runs

This is the single most powerful idea in Kakuro: a cell's digit must belong to both its across combination and its down combination. Take an across run of two cells totalling 16, which must hold 7 and 9. Its left cell also starts a down run of three cells totalling 23, which must be 6, 8 and 9. The only digit in both sets is 9, so the shared cell is 9, the other across cell is 7, and the remaining two cells of the down run hold 6 and 8 in some order. Now check what crosses those two cells. If one of them sits in an across run of two totalling 7 (1+6, 2+5 or 3+4), it cannot be 8, so it is 6 and the last cell is 8. Three runs, four cells, all resolved without a guess.

Small totals cross just as neatly. Where a two-cell run totalling 3 (1 and 2) meets a two-cell run totalling 4 (1 and 3), the shared cell can only be 1, which immediately fixes both partners.

Subtract to shorten long runs

When all but one cell of a run is filled, the last cell is the total minus the rest. The same trick works part-way through: if a four-cell run totals 20 and two of its cells already hold 9 and 8, the remaining pair must make 3, which can only be 1 and 2. Turning a long, ambiguous run into a short remainder often converts it into a unique-sum case.

Start where the runs are shortest

Two-cell runs have the fewest combinations of all, and on PlayVersusAI grids they cluster around the extra clue blocks scattered through the interior. Scan for two-cell runs with an extreme total - 3, 4, 16 or 17 - before anything else. Each one pins down two digits as a pair, and every crossing run it touches inherits that constraint.

Common Mistakes to Avoid

  • Guessing in the grid. Every digit you enter counts toward your move total, including overwrites. Testing values directly in the grid inflates your score fast; settle a cell first, then enter it once.
  • Confusing the two clue numbers. Blue in the lower left belongs to the run going right; red in the upper right belongs to the run going down. Mixing them up produces a grid that looks complete but never finishes.
  • Fixing the order too early. Knowing a run holds 7 and 9 does not tell you which is which. Place them only once a crossing run decides it.
  • Forgetting a cell's other run. A digit that satisfies the across total can still break the down total. Check both every time.
  • Hunting randomly when the grid looks full. If the puzzle has not completed, at least one run is off - either its sum is wrong or it repeats a digit. Re-check each run in turn.

Difficulty on PlayVersusAI

The three buttons above the board choose the grid size. The size counts the clue row along the top and the clue column down the left, and interior cells can become extra clue blocks, so the number of white cells varies from puzzle to puzzle. Any cell that would leave a run of a single cell is turned into a clue block as well.

GridPlaying areaWhat to expect
6×65×5, roughly 15-20 white cellsShort runs and small totals. Ideal for learning the clue layout and the two-cell combinations.
8×87×7, roughly 30-40 white cellsThe default. Runs up to seven cells long and many more crossings to keep track of.
10×109×9, roughly 50-65 white cellsLong runs with large totals, where the middle-range combinations and crossing logic do most of the work.

The generation method is the same at every size, so difficulty grows with scale rather than with a different style of logic. A move is one digit typed, so the minimum is the number of white cells. Your best is stored in this browser and, when you are signed in, submitted to the leaderboard, where all three sizes share one fewest-moves table.

Frequently Asked Questions

Does every puzzle here have exactly one solution?
That is not guaranteed. Grids are generated randomly and are not checked for uniqueness, so occasionally more than one filling satisfies the clues. The game accepts any grid in which every run adds up to its total without repeating a digit.
Can I play on a phone or tablet?
Yes. Tap a cell to select it, then use the number pad below the board to enter 1-9 or clear the cell. On a computer you can also type digits and move between white cells with the arrow keys, which skip over clue blocks.
Is there error checking or a pencil-mark mode?
No. The board does not flag wrong digits and has no candidate notes, so keep track of combinations on paper. The puzzle simply completes, with a summary of moves and time, as soon as every run adds up.
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