Forced cell (kakuro)
A kakuro placement where cross-reference and run constraints together pin a single cell to a single digit. The kakuro equivalent of a hidden single.
A forced cell in kakuro is a placement determined by the intersection of cross-reference and run constraints. The cell's two runs, taken together with the digits already placed elsewhere, leave only one possible digit for the cell. It's the kakuro equivalent of a hidden single in Sudoku — a placement where every alternative has been ruled out by combining constraints.
How forced cells emerge
Two routes produce forced cells. The first is direct: a cell's cross-reference set narrows to one digit. If a cell's horizontal run admits {1, 4, 6} and its vertical run admits {2, 4, 7}, the cross-reference is {4} alone, and the cell is forced to 4. This route is the most common forced-cell scenario early in a puzzle.
The second route is digit-first within a run. A run admits some combination, say {1, 3, 5, 7}, and one of those digits — say 7 — has only one cell in the run that could hold it (the other cells, through their other runs' constraints, can't be 7). The 7 is forced into that cell. This is the kakuro equivalent of a hidden single's logic: the digit's possible cells in the unit narrow to one, even though the cell itself might still have multiple cross-reference candidates.
The two routes complement each other. Cross-reference forced cells emerge cell-first; digit-first forced cells emerge run-first. Most kakuro solvers naturally alternate between the two perspectives as the puzzle resolves.
Why it earns its own glossary entry
In Sudoku, the parallel concepts split between naked single (cell-first, "this cell has only one candidate") and hidden single (digit-first, "this digit has only one candidate cell"). In kakuro, the two routes blur because cross-reference is itself a hybrid — it's cell-first in form (narrow this cell's possible set) but it uses run-level information (which digits the run admits). The forced-cell label covers both ways the move can fire.
A practical solving rhythm: after every placement, re-run cross-reference on every cell that shares a run with the placed digit, and check whether any cell's set has narrowed to a single digit. If yes, place that digit too and repeat. Forced-cell cascades — one placement triggering several more — are common on well-designed kakuros and form the bulk of the late-game solving.
When you'll see it
Constantly, on every kakuro past easy. Forced cells are the closing move on most runs: once cross-reference and unique-sum have narrowed the run's combinations and a few cells have been placed, the rest typically force one at a time. The skill is in maintaining the cross-reference sets cleanly as placements happen — sloppy bookkeeping causes solvers to miss forced cells that should have been obvious.
See also
- Cross-reference— Kakuro deduction at the intersection of two runs. The cell shared between a row run and a column run must hold a digit valid in both — usually pinning the cell directly.
- Hidden single— A digit with only one possible cell within a unit (row, column, or 3×3 box) — even if that cell could legally hold other digits. The unit-first sibling of the naked single.
- Run (kakuro)— A horizontal or vertical sum-segment in a kakuro grid. The white cells from one clue cell to the next, which must sum to the clue's target without repeating a digit.
- Kakuro— A Japanese number-placement puzzle. Cross-sums act like a crossword grid; players fill white cells with digits 1–9 so each run sums to its target without repeating a digit.
Read more
- Meet Kakuro
An introduction to Kakuro — what it is, how it differs from Sudoku, and why people who like number-logic puzzles often end up preferring it.