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數和 Kakuro

依照橫直總和填入不重複數字

核心遊戲指南 · 規則複核於 2026-07-31

數和 Kakuro規則與解題思路

依照橫直總和填入不重複數字,完成數字填字謎題。 本頁內容由 PocketJoy 測試團隊依照目前網頁版本的實際操作與勝負條件整理,並由 Long-Term New Media Limited 維護。

分類益智與邏輯
資料保存目前瀏覽器

規則說明

數和的棋盤看起來像填字遊戲,但格子裡填的是數字。棋盤由黑格與白格組成,黑格上寫著提示數字,並以斜線分成右上與左下兩半:右上的數字是該黑格向右延伸那一整段白格的總和,左下的數字則是向下延伸那一段的總和。你要在每個白格填入 1 到 9 的數字,使每一段的總和恰好等於提示,而且同一段之內的數字不可以重複。注意「不可重複」只約束同一段,不同段之間彼此獨立,這一點和數獨的行列宮約束不一樣。難度分簡單、中等、困難三檔,決定棋盤尺寸與提示段的長度分布。填完之後可以按「檢查」驗證是否正確,系統會告訴你「數和完成」或「還有數字不符合提示」。完成時間會被記錄,各難度的最快時間分別保存在本機。

進階解法

數和真正的解題槓桿在於「極端和」:因為每段的數字都是 1 到 9 且不重複,長度固定的一段,其總和有明確的上下限。長度 2 的段最小是 1+2=3、最大是 8+9=17;長度 3 的段最小 1+2+3=6、最大 7+8+9=24。當一段的總和正好落在極限值上時,組成方式是唯一的:總和 3 的兩格必定是 1 和 2,總和 17 的兩格必定是 8 和 9,總和 6 的三格必定是 1、2、3,總和 24 的三格必定是 7、8、9。這些唯一組合是整盤的突破口,務必先把它們全部找出來填上。接著找次極端的組合:長度 2 總和 4 只能是 1+3,總和 16 只能是 7+9;長度 3 總和 7 只能是 1+2+4,總和 23 只能是 6+8+9。真正的推理發生在橫段與直段的交叉格:某格同時屬於一個橫段和一個直段,把兩段各自的候選數字集合求交集,往往只剩一兩個可能。舉例來說,如果橫段是總和 3 的兩格(候選 {1,2}),而直段是總和 17 的兩格(候選 {8,9}),那麼這兩段不可能相交——出現這種矛盾就代表你前面某一步填錯了。另一個實用技巧是統計整段的「缺口」:若一段長度 4、總和 30,而你已經填了 9 和 8,剩下兩格必須湊出 13 且不重複、不含 9 和 8,可能是 6+7,唯一解。

常見盲點

最常見的誤區是把數獨的規則套過來,以為整行整列都不能重複。數和的不重複只在「同一個提示段」內生效,一旦跨過黑格就是新的一段,數字完全可以重複出現,不理解這一點會讓你排除掉大量本來合法的填法,越推越死。第二個誤區是不做極端和的預掃描,一上來就從左上角逐格猜。數和的盤面設計通常會刻意在角落或邊緣安排幾段唯一組合作為入口,跳過這一步等於放棄了最容易的部分。第三個誤區是只看橫段或只看直段。數和的資訊量幾乎全部來自交叉——單獨看一段,總和 20 的三格有好幾種組合,無法確定;但配上與它交叉的另一段,可能立刻收斂到唯一。第四是填錯之後不回頭檢查全盤。因為數和的解是唯一的,一格填錯會在很遠的地方才產生矛盾,發現時往往已經填了十幾格,這時候最好用「檢查」功能定位,而不是憑印象猜哪裡錯了。

適合的玩家

數和適合喜歡數獨、但想要更多算術成分的人。它同時考驗兩種能力:組合枚舉(這一段有哪幾種湊法)與交叉推理(兩段共用的格子還剩哪些可能),比純粹的位置推理多了一層計算。跟數獨相比,數和的入門門檻略高——你需要先熟悉幾組常用的極端和,前兩三題可能會覺得吃力,但一旦記住長度 2 和長度 3 的唯一組合表,解題速度會有質的飛躍,這個「從卡住到順暢」的轉折是它最有成就感的地方。它完全不含運氣成分,每一題都有唯一解,任何一格都可以純靠邏輯推出,不需要猜。單題時間依難度而定,簡單檔約五到十分鐘,困難檔可能需要半小時以上。沒有倒數計時的壓力,計時只是給你自己比較用的參考,可以隨時停下來想。

功能亮點

難度分簡單、中等、困難三檔,決定棋盤尺寸與提示段的長度分布,各難度的最快時間分別保存在本機紀錄面板,不會互相覆蓋,可以逐檔挑戰。側欄的時間面板即時顯示本題已用時間與該難度的最佳成績。兩個輔助按鈕分工明確:「檢查」會驗證目前盤面是否全部符合提示,若尚未完成會明確告訴你「還有數字不符合提示」,而不是含糊地說失敗——這讓你知道問題出在填錯而不是沒填完;「提示」則會直接幫你確定一格,卡住時可以用來打開局面。黑格上的橫向與直向提示數字用斜線分隔並分置於右上與左下,對應關係一目了然,不需要自己判斷哪個數字管哪一段。完成時顯示總用時,並提供「下一題」直接生成新題目。

操作方式與紀錄保存

操作是兩段式:先點選要填的白格,該格會高亮,再點擊畫面下方的數字鍵輸入 1 到 9。這個設計讓手機玩家不需要彈出系統鍵盤,單手就能完成整題,桌面與觸控的體驗完全一致。填錯了重新點選該格再輸入新數字即可覆蓋,不需要先清除。黑格不可點選,遊戲會自動忽略,不會誤觸。各難度的最快時間透過瀏覽器的本機儲存空間保存,只存在你自己的裝置上,不會上傳到任何伺服器,也不需要註冊帳號;換一台裝置不會帶走紀錄,清除瀏覽器資料則會一併清空。語言按鈕可在繁體中文與英文介面之間即時切換,所有提示、面板標籤與結算文字同步更新,不需要重新整理頁面。頁面載入完成後,遊戲本體不再需要網路連線,適合通勤或訊號不佳的場合。

規則細節問答

數字 0 可以填寫嗎?

不可以,白格只使用 1 到 9。

同一組可以重複數字嗎?

不可以,即使總和正確,橫組或直組內出現重複數字仍不合法。

黑格中的兩個數字代表什麼?

一個提示右側連續白格總和,另一個提示下方連續白格總和;沒有對應方向時會留空。

常用的唯一組合已整理成速查表:《數和解題:魔術組合與速查表》

內容審核:PocketJoy 遊戲測試團隊 · 營運:Long-Term New Media Limited · hklongtermad@gmail.com

Core game guide · rules reviewed 2026-07-31

Kakuro: rules and solving techniques

Fill unique digits to match every across and down sum. This guide reflects the controls and win conditions in the current browser build. It is reviewed by the PocketJoy game-testing team and maintained by Long-Term New Media Limited.

CategoryPuzzle & Logic
Save locationCurrent browser

The rules

A Kakuro grid looks like a crossword but the cells hold digits. The board is made of black and white cells, and each black cell carries clue numbers split by a diagonal line: the number in the upper right is the sum of the run of white cells extending to the right, and the number in the lower left is the sum of the run extending downward. You fill every white cell with a digit from 1 to 9 so that each run adds up exactly to its clue, and no digit repeats within a single run. Note that the no-repeat rule applies only within a run — separate runs are independent of one another, which is a genuine difference from sudoku's row, column and box constraints. Three difficulty levels set the grid size and the distribution of run lengths. When you have filled the grid you can press check, and the game tells you either that the puzzle is complete or that some digits still do not match the clues. Completion time is recorded, with a fastest time stored separately for each difficulty on your device.

Advanced solving

The real lever in Kakuro is the extreme sum. Because every run uses distinct digits from 1 to 9, a run of a given length has a firm minimum and maximum. A run of two ranges from 1+2=3 up to 8+9=17; a run of three ranges from 1+2+3=6 up to 7+8+9=24. When a clue sits exactly at one of those limits, the combination is unique: a two-cell run summing to 3 must be 1 and 2, a two-cell run summing to 17 must be 8 and 9, a three-cell run summing to 6 must be 1, 2 and 3, and one summing to 24 must be 7, 8 and 9. These forced runs are your way into the grid and should all be found and filled first. Then look for the next tier: a two-cell run of 4 can only be 1+3, one of 16 only 7+9; a three-cell run of 7 only 1+2+4, and one of 23 only 6+8+9. The genuine reasoning happens at crossings, where one cell belongs to both a horizontal and a vertical run. Intersect the candidate sets of the two runs and often only one or two possibilities survive. If a horizontal run of 3 (candidates {1,2}) appears to cross a vertical run of 17 (candidates {8,9}), those runs cannot intersect at all — a contradiction like that means an earlier entry was wrong. Another practical technique is counting the shortfall: in a four-cell run summing to 30 where you have already placed 9 and 8, the remaining two cells must make 13 without repeating and without using 9 or 8, which leaves 6 and 7 as the only option.

Common blind spots

The most common mistake is importing sudoku's rules and assuming that whole rows and columns cannot repeat. In Kakuro the no-repeat constraint applies only within a single clued run; cross a black cell and you are in a new run where the same digits may appear again. Misunderstanding this eliminates a great many legal placements and drives you into a dead end. The second mistake is skipping the extreme-sum sweep and starting from the top-left corner on instinct. Kakuro grids are usually designed with a few forced runs near the edges or corners as an entry point, and passing over them means giving up the easiest part of the puzzle. The third is looking at horizontal or vertical runs in isolation. Nearly all of Kakuro's information lives at the crossings: a three-cell run of 20 has several possible combinations on its own, but paired with the run crossing it, the possibilities often collapse to one. The fourth is failing to re-examine the grid after an error. Because the solution is unique, a single wrong digit produces a contradiction somewhere far away, often after a dozen more entries, and at that point the check button is a better tool than trying to remember where you might have slipped.

Who it suits best

Kakuro suits people who enjoy sudoku but want more arithmetic in the mix. It exercises two skills at once: enumerating combinations, meaning which sets of digits can make this sum, and cross-referencing, meaning which candidates survive at a shared cell. That is one layer more than pure positional deduction. The entry barrier is slightly higher than sudoku's, because you need to become familiar with a handful of extreme sums first, and the first two or three puzzles can feel heavy going. Once the unique combinations for runs of two and three are committed to memory, however, solving speed improves dramatically, and that transition from stuck to fluent is where the satisfaction lies. There is no luck involved: every puzzle has a unique solution and every cell is deducible, so guessing is never required. Solving times vary with difficulty, from roughly five to ten minutes on the easy setting to half an hour or more on the hard one. Nothing counts down against you — the timer is a reference for comparing with yourself, and you can stop and think at any point.

Feature highlights

Three difficulties set the grid size and the distribution of run lengths, with a fastest time stored per difficulty in the records panel so they never overwrite one another and each can be challenged in turn. The sidebar timer shows both your elapsed time on the current puzzle and your best for that difficulty. Two assist buttons have clearly separated jobs. Check validates whether the current grid satisfies every clue, and when it does not it says specifically that some digits do not match rather than reporting a vague failure — which tells you the problem is a wrong entry rather than an incomplete one. Hint settles a single cell outright, a way to reopen a position where you are stuck. Clue numbers for the across and down runs are separated by a diagonal and placed in the upper-right and lower-left of the black cell, so which number governs which run is immediately obvious and needs no working out. Completion shows your total time and offers a next puzzle directly.

Controls and record keeping

Control is a two-step action: tap the white cell you want to fill, which highlights it, then tap a digit from the number pad at the bottom of the screen. This means phone players never need the system keyboard and can complete a whole puzzle one-handed, with desktop and touch behaving identically. To correct an entry, select the cell again and enter a new digit, which overwrites without needing to clear first. Black cells cannot be selected and are ignored automatically, so mis-taps are not a concern. Fastest times per difficulty are kept in the browser's local storage on your own device — nothing is uploaded to any server and no account is required. Records do not follow you to another device, and clearing browser data removes them. The language button switches between Traditional Chinese and English instantly, updating every prompt, panel label and result string without a page reload. Once the page has finished loading, the game itself needs no further network connection, which suits commutes and places with poor reception.

Rules Q&A

May zero be entered?

No. White cells use digits 1 through 9 only.

Can a run repeat a digit?

No. A correct sum is still invalid if an across or down run contains a duplicate.

What do the two numbers in a clue cell mean?

One gives the total for the white cells to the right and the other for the cells below; a missing direction is left blank.

The unique combinations are tabulated in Kakuro Magic Combinations and Reference Tables.

Reviewed by the PocketJoy game-testing team · Operated by Long-Term New Media Limited · hklongtermad@gmail.com