Kakuro Strategy: 7 Techniques
1. Unique combinations first
Two cells summing to 3 can only be 1 and 2. Three cells summing to 24 can only be 7, 8 and 9. Learn the short list of runs that can be made only one way and look for them first.
2. Crossings narrow things down
A cell in a run of 3 (1+2) that crosses a run of 16 (7+9) can't work at all, so the puzzle won't do that. But a cell in 4 (1+3) crossing 12 (3+9 or 4+8 or 5+7) must be 3.
3. High and low sums
Even without a unique set, big sums rule out small digits and small sums rule out big ones. Two cells adding to 15 use only 6 to 9.
4. The last cell of a run
When all but one cell of a run is filled, the last one is the clue minus the rest.
5. Digits a run can't use
Two cells adding to 10 can't use 5 (that would need two 5s). Three cells adding to 9 can't use 7, 8 or 9.
6. Pairs inside a run
If two cells of a run can only be 1 or 2 between them, no other cell in that run can be 1 or 2.
7. Notes
Write the possible digits as notes, especially where runs cross, and erase them as you rule them out. Use the hint if you get stuck.
Frequently asked questions
Where do you start a kakuro puzzle?
Find a run whose sum can only be made one way (like 3 or 4 in two cells, or 6, 7, 23 or 24 in three), then look where it crosses another run with few options.
Last updated 2026-10-19