Play KenKen Online
Fill the grid so every row and column has unique numbers and every cage hits its arithmetic target. A maths puzzle you can solve with pure logic.
Step 1 — Grid Size
Step 2 — Operations
Step 3 — Difficulty
What Is KenKen?
KenKen (also known as MathDoku or CalcuDoku) is a logic-based arithmetic puzzle invented by Japanese maths teacher Tetsuya Miyamoto in 2004. The name comes from the Japanese 賢賢 and roughly translates to "cleverness squared." It combines the row-and-column logic of a Latin square with simple arithmetic, making it both a number puzzle and a brain-training exercise.
A KenKen grid is divided into groups of cells called cages, outlined by bold borders. Each cage carries a target number and a mathematical operation (addition, subtraction, multiplication, or division). Your goal is to fill every cell with a digit from 1 to N (where N is the grid size) so that each row and column contains every digit exactly once, and the numbers in each cage combine under the given operation to produce the target.
Rules of KenKen
- Fill with 1–N. Place a single digit from 1 to N in every cell, where N is the side length of the grid (e.g., 1–6 for a 6×6 puzzle).
- No repeats in rows or columns. Each digit must appear exactly once in every row and every column — just like a Latin square or Sudoku.
- Satisfy each cage. The numbers inside a cage must produce the cage's target when combined with the given operation. For addition, the numbers sum to the target; for multiplication, they multiply to the target; for subtraction or division (always two cells), the larger number minus or divided by the smaller equals the target.
- Single-cell cages. A cage containing just one cell simply shows its value — a free digit to get you started.
- Repeats inside cages are allowed. Unlike Sudoku boxes, a cage can contain the same digit more than once, provided those cells are in different rows and different columns.
How to Play Online
- Choose your settings. Pick a grid size (3×3 to 9×9), select which operations to include, and set the difficulty.
- Select a cell. Click or tap any cell to highlight it. Use arrow keys on desktop to move the selection.
- Enter a digit. Click the on-screen number pad or press a number key to fill the selected cell.
- Use Notes mode. Toggle 📝 Notes (or press N) to enter pencil marks instead of answers — handy for tracking candidates.
- Check your work. Press ✓ Check to highlight any incorrect cells in red for a few seconds.
- Win! When every cell is correctly filled, the puzzle is complete and your time is recorded.
KenKen Strategy Tips
1. Start with Single-Cell Cages
Single-cell cages are freebies — the target is the answer. Fill them in first and immediately use those digits to eliminate candidates from the rest of the row and column.
2. Work Small Cages Next
Two-cell cages have very few valid combinations. A cage labelled 1− in a 6×6 grid can only contain pairs of consecutive numbers: {1,2}, {2,3}, {3,4}, {4,5}, or {5,6}. A cage labelled 2÷ is similarly limited: {1,2}, {2,4}, or {3,6}. Write down the possibilities with pencil marks and cross-reference with row/column constraints.
3. Use Row and Column Elimination
If a row already contains the digits 1, 3, and 5, the remaining cells must hold 2, 4, and 6. Combine this with cage constraints to pin down values. This cross-referencing technique — identical to Sudoku's naked-singles strategy — is the backbone of KenKen solving.
4. Look for Forced Placements
Sometimes a digit can only go in one cell within a row or column. If the digit 4 is eliminated from every cell in a row except one, it must go there regardless of the cage constraint. Scan rows and columns regularly for these hidden singles.
5. Exploit Multiplication and Large Targets
A multiplication cage with a large target often has very few factor combinations. For instance, 60× in a 5×5 grid with three cells must be {3, 4, 5} because no other triple of digits 1–5 multiplies to 60. Similarly, 1× requires every cell to be 1 — useful information if the cage spans multiple rows or columns.
History of KenKen
KenKen was created in 2004 by Tetsuya Miyamoto, a maths instructor at an elite after-school programme in Tokyo. Miyamoto developed the puzzle to help his students improve arithmetic skills and logical thinking without direct instruction — his teaching philosophy centred on letting students discover solutions independently.
The puzzle first appeared in print in The Times of India in 2008. Shortly after, American puzzle entrepreneur Robert Fuhrer secured the worldwide trademark for the name "KenKen" through his company Nextoy LLC. In February 2009 the New York Times began publishing daily KenKen puzzles, introducing it to millions of new solvers. The puzzle quickly became one of the most popular number games in the world, alongside Sudoku and crosswords.
Because the name KenKen is trademarked, many publishers refer to the same puzzle format as MathDoku, CalcuDoku, or KenDoku. Regardless of the name, the rules are identical. Today KenKen appears in dozens of newspapers, puzzle apps, and educational platforms, and is widely used in classrooms to build mental maths skills and number sense.
KenKen vs Sudoku
Both KenKen and Sudoku are Latin-square puzzles: every row and column must contain each digit exactly once. The key difference is how additional constraints are applied. Sudoku uses 3×3 box regions on a fixed 9×9 grid with no arithmetic. KenKen replaces the box constraint with arithmetic cages and comes in variable sizes from 3×3 to 9×9. Because KenKen requires you to add, subtract, multiply, or divide, it exercises both your logic and your mental maths — making it popular in educational settings.
Frequently Asked Questions
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