數和不是加法題,是組合題
數和的提示數字給的是「和」,但解題的關鍵從來不是算加法,而是問:這個和、這個格數,有幾種數字組合?同一段內數字 1 到 9 不得重複(跨段可以重複——這是它和數獨最大的差別),所以「17 的兩格」不是隨便兩個加起來 17 的數,而是只有 8+9 一種可能。組合唯一的段,就是整題的突破口。
魔術組合速查表
以下組合有且只有一種拆法,遇到就能直接鎖定候選:
| 格數 | 和 | 唯一組合 |
|---|---|---|
| 2 格 | 3 | 1+2 |
| 4 | 1+3 | |
| 16 | 7+9 | |
| 17 | 8+9 | |
| 3 格 | 6 | 1+2+3 |
| 7 | 1+2+4 | |
| 23 | 6+8+9 | |
| 24 | 7+8+9 | |
| 4 格 | 10 | 1+2+3+4 |
| 11 | 1+2+3+5 | |
| 29 | 5+7+8+9 | |
| 30 | 6+7+8+9 | |
| 5 格 | 15 | 1+2+3+4+5 |
| 16 | 1+2+3+4+6 | |
| 34 | 4+6+7+8+9 | |
| 35 | 5+6+7+8+9 |
規律很好記:每種格數下,最小的兩個和與最大的兩個和是唯一組合。因為最小和只能由最小的幾個數字組成,最大和只能由最大的幾個數字組成。
交叉點:兩個集合取交集
每個空格同時屬於一個橫段和一個縱段,它的候選是兩段組合的交集。例如橫段是「17 的兩格」(只能 8、9),縱段是「4 的兩格」(只能 1、3)——交集為空?那說明前面某一步錯了;若橫段是「16 的兩格」(7、9)、縱段是「7 的三格」(1、2、4),交集也為空。真正常見的例子:橫「17 兩格」交縱「12 三格」,縱段組合 1+2+9、1+3+8、1+4+7、2+3+7、2+4+6、3+4+5 中含 8 或 9 的只有前兩種,該格候選立即縮成 8、9 與縱段的交集。魔術組合的段越多,交叉點縮得越快。
先短後長,先滿後空
兩格段的組合最多只有四種,永遠先處理;五格以上的長段組合太多,開局階段只用「極值檢查」約束它:n 格的最小和是 1+2+…+n,最大和是 9+8+…往下取 n 個。提示低於最小或高於最大附近的段,數字分布會被強烈擠壓——例如四格和 12,最大的數字不可能超過 6(因為其餘三格至少 1+2+3)。
常見錯誤
把數獨的「整行不重複」帶進數和是最典型的錯誤:數和的不重複只在同一提示段內生效,跨過黑格就是新的段。另一個是憑「看起來合理」就填數——數和每題只有一個解,任何一格都應該有明確的組合理由,說不出理由的數字遲早要擦掉重來。
在本站怎麼玩
本站數和分簡單、中等、困難三檔,難度決定盤面尺寸與段長分布。填完可按「檢查」驗證,完成時間按難度分別記錄。把上面的速查表開在旁邊玩幾局,很快就不再需要查表。
學以致用:開一局數和,先把盤面上所有魔術組合圈出來。
Kakuro is combinatorics, not arithmetic
The clues give you sums, but solving never hinges on addition. The real question is always: for this sum in this many cells, how many digit combinations exist? Digits 1–9 cannot repeat within a run (they may repeat across runs — the key difference from sudoku), so "17 in two cells" is not any pair adding to 17: it is 8+9, full stop. Runs with a unique combination are where every puzzle cracks open.
The magic combination tables
These sums decompose exactly one way — meet one and the candidates lock instantly:
| Cells | Sum | Only combination |
|---|---|---|
| 2 | 3 | 1+2 |
| 4 | 1+3 | |
| 16 | 7+9 | |
| 17 | 8+9 | |
| 3 | 6 | 1+2+3 |
| 7 | 1+2+4 | |
| 23 | 6+8+9 | |
| 24 | 7+8+9 | |
| 4 | 10 | 1+2+3+4 |
| 11 | 1+2+3+5 | |
| 29 | 5+7+8+9 | |
| 30 | 6+7+8+9 | |
| 5 | 15 | 1+2+3+4+5 |
| 16 | 1+2+3+4+6 | |
| 34 | 4+6+7+8+9 | |
| 35 | 5+6+7+8+9 |
The pattern is easy to remember: for each run length, the two smallest and the two largest sums are unique — the minimum can only be built from the smallest digits, the maximum only from the largest.
Intersections: take the overlap of two sets
Every cell belongs to one across-run and one down-run, and its candidates are the intersection of the two combination sets. A typical case: "17 in two" across (candidates 8, 9) crossing "12 in three" down — of the combinations 1+2+9, 1+3+8, 1+4+7, 2+3+7, 2+4+6 and 3+4+5, only the first two contain an 8 or 9, so that cell narrows to whichever of 8 and 9 survives both runs. The more magic runs a puzzle has, the faster its intersections collapse. An empty intersection means an earlier entry is wrong — a useful alarm, not a disaster.
Short runs first, extremes as filters
Two-cell runs never exceed four combinations, so process them first. Long runs of five or more have too many combinations to enumerate early — constrain them with extremes instead: n cells sum to at least 1+2+…+n and at most the top n digits. Clues near those bounds squeeze hard: a four-cell 12 cannot contain anything above 6, because the other three cells already cost at least 1+2+3.
The classic mistakes
Importing sudoku's "no repeats in the whole row" is the classic error: kakuro's no-repeat rule lives inside a single run only, and a black cell starts a new run where digits may recur. The other is writing digits that merely "look plausible" — every kakuro has exactly one solution, so every entry should carry a combination-based reason. A digit you cannot justify will be erased later, with interest.
On this site
Our kakuro offers easy, medium and hard boards, with difficulty controlling grid size and run lengths. The check button verifies a finished grid, and completion times are tracked per difficulty. Keep the tables beside you for a few games — they stop being necessary surprisingly fast.
Apply it immediately: open Kakuro and circle every magic run before entering a digit.