Medium Kakuro
Play it here, and turn the pencil marks on. This is the level where the obvious moves run out and progress comes from proving a digit cannot go somewhere.
Ruling out, and why it is the step up
At some point in a medium grid every run has been narrowed as far as its own clue allows and nothing more will place. The move that restarts it is different in kind: instead of asking what must go in a square, you ask what cannot.
Here is the shape of it. A run of three clued twenty can be written as three, eight and nine, or four, seven and nine, or five, six and nine, among others. Suppose one of its squares crosses a run that has already ruled out everything above six. That square cannot take the nine — and since every writing of twenty in three squares contains a nine, the nine has to be in one of the other two.
You have placed nothing. What you have done is remove a possibility somewhere else, and it is that removal that turns some other square into a certainty. This is the first idea in Kakuro that is genuinely about elimination, and being comfortable with it is the difference between finishing medium puzzles and abandoning them.
When to stop looking for the easy moves
Later than you think. A medium puzzle opens with a run of straightforward placements and only needs the new idea once those are exhausted. Reaching for an elimination while simple moves remain is slower, not cleverer.
The signal that you have run out is a full sweep of the grid — every short run, then every nearly-complete run — that places nothing at all. At that point writing candidates into the squares is worth the time it costs, because an elimination is very difficult to see without them.
That is why these print with generous squares. A grid sized for one printed digit has no room for four small ones, and a medium Kakuro you cannot annotate is a medium Kakuro you will not finish.
The rhythm of a medium grid
Simple moves until stuck, one elimination, simple moves again. The grid has changed after a removal and squares that were open a moment ago may now be forced, so going straight back to the easy sweep is almost always right.
That loop is exactly what the grader on this site runs to decide which level a puzzle belongs to. A puzzle lands on this page when the loop needs at least one elimination and never needs a guess.
If the loop stalls with no elimination available anywhere, the puzzle is a level above this one. It is not broken and it does not want guessing — it wants the technique on the hard page.
Common questions
- What is elimination in Kakuro?
- Proving a digit cannot sit in a particular square, rather than proving one must. It places nothing directly; it removes a candidate elsewhere, and that removal is what forces the next square.
- Should I write candidates into the squares?
- At this level, yes, once the straightforward moves stop. Eliminations are very hard to spot without pencilled candidates, which is why these grids print with room to write in.
- How is medium different from easy here?
- An easy puzzle can be finished entirely by pinning digits down. A medium one stalls at least once until you rule a digit out of a square. Both are pure deduction — neither ever needs a guess.
Check this before you rely on it. This tool is provided free and without warranty, and its results are not professional advice.