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Afternoon Games

Kakuro

How to play kakuro

Kakuro is a number crossword: fill the white squares with the digits 1 to 9 so that every run adds up to its clue, with no digit twice in a run. Here are the rules in plain English, a small puzzle solved step by step, and the techniques that solve the rest.

The rules

The grid has black squares and white squares. A run is a line of two or more white squares, across or down, between black squares or the edge. Each run has a clue, a number printed in the black square just before it: the number above the diagonal belongs to the run going across to its right, the number below the diagonal to the run going down beneath it.

That is all. Every white square belongs to exactly two runs, one across and one down, so every digit has to suit two sums at once.

A small puzzle, step by step

Here is the smallest kind of kakuro: four white squares, two runs across and two down.

Across: 4 on top, 3 below. Down: 3 on the left, 4 on the right.

Two different digits that make 4 can only be 1 and 3: 2 + 2 is not allowed, because a digit cannot repeat in a run. Two that make 3 can only be 1 and 2. Now look at the top left square. Going across it is part of the 4, so it is 1 or 3. Going down it is part of the 3, so it is 1 or 2. Only 1 is in both.

The top left square is the only digit both runs allow: 1.

The rest follows from the sums. The top run is 4, so its other square is 4 − 1 = 3. The left run is 3, so the square below the 1 is 2. The bottom run is 3, so its last square is 1, and the right-hand run checks out: 3 + 1 = 4.

Solved.

Techniques

Start with the sums that have one answer

Most sums can be made several ways: three different digits adding up to 12 can be 1 + 2 + 9, 1 + 3 + 8, 1 + 4 + 7, 1 + 5 + 6, 2 + 3 + 7, 2 + 4 + 6, 3 + 4 + 5. But some can be made only one way, and they are where every puzzle starts. A three-square 6 is always 1, 2, 3; a three-square 24 is always 7, 8, 9. In general the smallest and largest sums for a length, and the next one in from each end, have one answer. The kakuro calculator lists them all, and the full chart.

Cross the runs

A square’s digit must be in the possible digits of its run across and its run down. When the two lists share only one digit, that is the square’s digit, exactly as in the small puzzle above. Look hardest where a run with one answer crosses another run with one answer.

Mind the big and small digits

A run of two adding up to 15 or more needs a 6 or more in both squares; a run of three adding up to 6 or 7 always holds a 1 and a 2. So a square where a large sum crosses a small one often has very few choices. Write those choices in as notes.

Finish the run

When all but one square of a run is filled, the last one is the clue minus the others. And when a run must contain a digit (every way to make the sum uses it) and only one of its squares can take that digit, it goes there.

Use notes, then cross them off

On harder puzzles, note the possible digits in each square of a long run. Each time you fill a square, the game takes that digit out of the notes in its two runs, and a square left with a single note is settled.

A whole puzzle

This is an Easy puzzle as the game deals it, seven squares on a side counting the clue row and column. Every Easy puzzle can be finished with the first two techniques alone.

Try it on the board: play this puzzle.

Tips for beginners

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Touch shows a large Reveal and Flag switch under the board.

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