Kakuro

Fill every white square with 1 to 9 so each run adds up to its clue, with no digit repeated inside that run. Every puzzle here is solvable by logic alone, with exactly one solution.

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The grid, the clues, and how you win

Every square is either white, where you place a digit from 1 to 9, or a clue square split by a diagonal line. A clue square can carry a sum to its right — the total of the run of white squares that follows it in that row — and a sum below it, for the run in that column. A square with only one diagonal carries only that one sum; a plain square carries neither and is just a block.

That run of white squares is what the two rules act on: no digit may repeat within a run, and the digits in a run must add up to its clue. There are no row-wide or column-wide rules, and no boxes — only the run.

Controls

The pad never shows how many of each digit remain, and never grays out a digit you cannot place. Sudoku and Futoshiki can show a remaining count because their solved grid uses each digit a fixed number of times — a fact about the solution that never changes. Kakuro has no such invariant: how often a digit appears depends on the layout and the solution, and the same digit can sit twice in one row if the two squares belong to different runs. Graying out invalid digits would also do the puzzle’s own reasoning for you — that is what Hint is for.

Mistakes and violations

Violation highlighting is always on, and shows exactly three things: a digit repeated within a run, a run whose digits already add up to more than its clue before every square is filled, and a completed run whose total does not match its clue. Both the offending squares and the run’s clue square change color together — it is the run that is broken, not just a square.

The reverse case — a run whose remaining empty squares can no longer possibly reach its clue — is just as dead, and the solver actually uses that reasoning. It is not shown as a violation, because nothing wrong has been written into those squares yet. That reasoning lives in Hint instead.

Sizes, levels and the Daily

LevelsSizeWhite squares
1–206×652% → 68%
21–658×839% → 51%
66–10010×1031% → 46%

The no-guess promise, and Hint

Every clue is a sum of digits from 1 to 9 with none repeated, so a run’s contents always come from a small, countable set of possibilities. Two squares summing to 4 can only be 1 and 3; two squares summing to 3 can only be 1 and 2. A square that belongs to both of those runs can only be 1 — the one digit the two possibilities share.

Every puzzle here is checked to be solvable by carrying that kind of reasoning all the way through the grid, square by square, with no step that requires a guess. That also makes the solution unique — a puzzle that needed a guess somewhere could not be verified this way, so it is never used.

Undo

Undo is unlimited, with the same practical cap as the rest of this collection — 2000 moves. It steps back placing a digit, erasing a digit, and changing a note.

Tips

Questions people ask

Is there a timer while I play?

No clock is shown during play. Your time is recorded quietly and appears on the results screen and in your statistics.

Can I lose a puzzle?

No. There is no mistake limit and no game over, and Undo can step back as far as you like.

Are Hint and Undo limited, or do I have to watch an ad for them?

Neither. Both are unlimited and free, and no game feature is ever behind an ad or a purchase.

Do I need an internet connection?

The Android app generates every board on your device, so it plays from the first launch with no connection. The browser version needs to load the page once, and then the game itself runs in your browser.

Can the same digit appear twice in one row?

Yes, if the two squares belong to different runs — a clue square between them starts a new run, and the rule against repeats only applies inside a single run. This is the biggest difference from Sudoku, where a digit cannot repeat anywhere in a row.

Why doesn’t the number pad show how many of each digit are left, like Sudoku?

Because Kakuro has no fixed count to subtract from. In Sudoku, a solved grid always uses each digit exactly 9 times, so a remaining count is a fact about the solution. In Kakuro, how often a digit appears depends entirely on the layout and the solution — the same digit can even repeat in a row, as long as it is in a different run — so there is no fixed number to count down from.

Everything described here is implemented in the open: read the source code on GitHub.