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Kakuro Combinations Reference

The single most useful tool in Kakuro: which digits can make each sum. Start with the locked combinations, then use the full tables for two and three-cell runs.

Locked (unique) combinations

These run lengths and sums can be made in exactly one way. The instant you see one, you know its digits, even before the order. They are the footholds every solve is built on.

CellsSumOnly possible digits
231 2
241 3
2167 9
2178 9
361 2 3
371 2 4
3236 8 9
3247 8 9
4101 2 3 4
4111 2 3 5
4295 7 8 9
4306 7 8 9
5151 2 3 4 5
5161 2 3 4 6
5344 6 7 8 9
5355 6 7 8 9
6211 2 3 4 5 6
6221 2 3 4 5 7
6383 5 6 7 8 9
6394 5 6 7 8 9
7281 2 3 4 5 6 7
7291 2 3 4 5 6 8
7412 4 5 6 7 8 9
7423 4 5 6 7 8 9
8361 2 3 4 5 6 7 8
8371 2 3 4 5 6 7 9
8381 2 3 4 5 6 8 9
8391 2 3 4 5 7 8 9
8401 2 3 4 6 7 8 9
8411 2 3 5 6 7 8 9
8421 2 4 5 6 7 8 9
8431 3 4 5 6 7 8 9
8442 3 4 5 6 7 8 9

Two-cell runs

Every possible sum for a run of two white cells, with all its combinations.

SumCombinations
312
413
514 23
615 24
716 25 34
817 26 35
918 27 36 45
1019 28 37 46
1129 38 47 56
1239 48 57
1349 58 67
1459 68
1569 78
1679
1789

Three-cell runs

The same for runs of three white cells. Note how the count peaks in the middle sums.

SumCombinations
6123
7124
8125 134
9126 135 234
10127 136 145 235
11128 137 146 236 245
12129 138 147 156 237 246 345
13139 148 157 238 247 256 346
14149 158 167 239 248 257 347 356
15159 168 249 258 267 348 357 456
16169 178 259 268 349 358 367 457
17179 269 278 359 368 458 467
18189 279 369 378 459 468 567
19289 379 469 478 568
20389 479 569 578
21489 579 678
22589 679
23689
24789

Keep this page open in a second tab while you play a puzzle. The two-cell extremes (3, 4, 16, 17) and the three-cell extremes (6, 7, 23, 24) are the ones worth committing to memory first.

Frequently asked questions

What is a unique combination in Kakuro?+

A unique combination is a run length and sum that can be made in only one way. For example a two-cell run of 17 must be 8 and 9, and a three-cell run of 7 must be 1, 2 and 4. These are the most powerful clues because the digits are locked even before you know their order.

How many combinations are there for a sum?+

It depends on both the sum and the run length. A two-cell run of 10 has four combinations, while a two-cell run of 3 has only one. Shorter runs and extreme sums have the fewest combinations, which is why they are the best starting points.

Do I need to memorise the combination table?+

No. Experienced solvers remember the locked two and three-cell combinations because they appear constantly, but you can keep this reference open while you play. Over time the common ones stick.

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Updated June 2026