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Code Kakuro
Code Kakuro
by Jumbo (2006)
Player Count
1 to 4

Player Ages
8+

Playing Time
10 minutes to 45 minutes
Categories
  • Puzzle
  • Number
  • Math
  • Designers
  • Conceptis Puzzles
  • Artists
  • (Uncredited)
  • Rating: 7/10 from 2 users

    Description

    Each player receives 2 score counters of one color and places them on the game board. Place the hourglass next to the game board. Choose any kakuro and place it in the magic board. The rules of the game: Each player now has 1 minute, clockwise, to place numbers on the board. The time is measured by the hourglass. Players receive points as follows:

    • 1 point for each correct number
    • 3 points for each number that completes a group

    Example: If a player places 2 numbers correctly on the board and another number that completes a group, he receives 5 points for it (2 points for the 2 numbers and 3 points for the number that completed the group).

    The bonus points are awarded only if the player can complete a full group within his minute (there are no bonus points for completing a group already partially placed by other players).

    If a player places a number incorrectly, his turn ends immediately. In addition, the wrong number is removed from the board again. The player who notices a wrongly placed number receives the number of points for a correctly placed number. The game ends when the Kakuro is completely solved. The player with the highest score wins the game.

    _________________

    One year earlier in 2005 JUMBO started the mini-series of 'Japanese Cult Riddle Games' with Code Sudoku.

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