Killer Sudoku
A Killer Sudoku board starts empty — the dashed cages and their target sums are the only clues. The "3" cage can only be 1+2, and the "17" can only be 8+9.
Killer Sudoku combines Classic logic with light arithmetic. The standard rules still apply (1–9 in every row, column and box), but there are no given numbers.
Killer Sudoku rules
The grid is split into dashed-outlined cages. Each cage shows a small target sum in its corner. Three rules, and that is the entire game:
- Every row, column and 3×3 box contains the digits 1–9 exactly once — the Classic rules, unchanged.
- The digits inside a cage must add up to its target sum.
- A digit can never repeat inside a cage, even if the cage spans two boxes.
That third rule is the one beginners forget, and it is the most useful of the three: it means a cage is a set of distinct digits, which is what makes the sums predictable at all.
How to play Killer Sudoku, step by step
- Find the forced cages first. Some sums have only one possible set of digits — a 2-cell cage of 3 can only be 1+2, a 3-cell cage of 24 can only be 7+8+9. Pencil those in immediately; they are free information.
- Use the rule of 45. Every row, column and box holds the digits 1–9, so it sums to 45. If cages cover a box completely except for one cell, that cell is 45 minus the cage totals — a placement with no guesswork at all. See the rule of 45.
- Look at cages that stick out. When a cage pokes one cell outside a box, the difference between the cage total and 45 tells you that cell's value — the innies and outies technique.
- Then solve it like Classic. Once digits start landing, singles and pairs do the rest. Killer is Classic Sudoku with a head start, not a different puzzle.
The combinations are the whole game
Killer solving lives or dies on knowing which digits can make a given sum. There are 502 possible cage combinations in total, and the ones with a single answer are worth memorising — they hand you a cage outright.
We keep the full lookup as a separate page: the complete killer combinations reference, with every cage size from 2 to 9 cells and the unique sums highlighted. Keep it open in a second tab while you play.
Built-in helper
Select any cell and SudokuStreak highlights its whole cage and shows a live “Cage [target] — [left] to go” readout — the cage’s target sum and how much is still missing, so you always know what you’re aiming for. It does the addition; the deduction is still yours.
Common mistakes
- Repeating a digit inside a cage. Legal for the row, illegal for the cage. A cage spanning two boxes still cannot hold two 5s.
- Doing arithmetic instead of logic. Adding up is the easy half. The solving happens when you ask which combinations a sum allows, then eliminate the ones the grid forbids.
- Ignoring the big cages. A 5-cell cage looks unhelpful, but extreme totals are just as forced as small ones — a 5-cell cage of 15 can only be 1+2+3+4+5.
Best techniques for Killer Sudoku
These are the solving techniques that pay off most in Killer Sudoku — each links to a full, illustrated guide.
Difficulties & scoring
This type can be played on all five difficulties. The score multiplier for Killer Sudoku is ×1.3 — so every point counts for more on this variant. The "normal time" below is tuned for this type.
| Difficulty | Base score | Max (×1.3) | Normal time | Hints |
|---|---|---|---|---|
| easy | 150 | 390 | 7 min | 6 |
| medium | 300 | 780 | 14 min | 5 |
| hard | 600 | 1560 | 21 min | 4 |
| expert | 1000 | 2600 | 28 min | 3 |
| evil | 1500 | 3900 | 42 min | 2 |
How the score is calculated
Your score builds up from 0 as you place correct numbers, up to the full base when the board is finished. Then two bonuses are added:
base × your progress × (1 + combo bonus + time bonus) × 1.3
- Progress: the live score climbs from 0 to the base as the grid fills with correct numbers.
- Combo bonus (up to +50%): keep a clean run for the full bonus. Each error or hint is a combo break that shrinks the bonus — but it never takes Sparks away below the base.
- Time bonus (up to +50%): beat the normal time and you earn extra, proportional to how much faster you were. Finishing slower than normal costs nothing — there is no time penalty.
- The total is multiplied by ×1.3 and never drops below 0.
Coins
The coins you earn reflect your score — the more Sparks, the more coins (about 1 coin for every 45 Sparks, minimum 1). Spend coins in the Shop on hints and Jokers.
Tip: a clean, hint-free solve under the normal time scores the highest. The Daily Challenge is always Classic and fully scored.