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Isn’t that what the core of gambling’s all about? I mean, I had a 71% chance of winning. I’d be stupid not to play with those odds. If you aren’t willing to take on some amount of risk, then you’ll never have the opportunity to win. If losing is the only result when I walk away, then the only way to win is by playing.

Mary Saotome to Sachiko Juraku

A Girl Named Mary Saotome is the first episode of Kakegurui Twin. It is produced by MAPPA and was published on Netflix August 4, 2022.

Summary[]

Tsuzura is a housepet at Hyakkaou Private Academy. She meets Mary, a new transfer student. They know each other because they went to grade school together. Transfer students are often targeted in this school. Mary plays Speed President against Kokoro. She lost the first game but won a rematch after figuring out Kokoro’s cheat.

Mary wants to take over the school’s least popular den. Tsuzura and her enter the Literary Club’s den. Yukimi is its president. Sachiko, the Public Morals Committee Chairwoman and a member of the Student Council, walks into the room and wants to seize it, as Yukimi didn’t pay the room fees. Mary wants this gambling den. Sachiko ends up making Mary and Yukimi gamble to have the right to own the room. They’ll play Three Hit Dice with one million yen at stakes.

Yukimi wins the game because of Mikura helping her to cheat. Mary convinces Sachiko to do a rematch. She will become Sachiko’s personal housepet if she loses. Mary figured out how Mikura cheated and found a way to counter it. Mary thus wins the second game. Sachiko declares that Mary now has the right to control the Literary Club’s gambling den. Yukimi protests. Sachiko reminds her that she accepted Mikura’s cheating.

Later, Sachiko admits to Mikura that she didn’t care about the outcome. Today, Sachiko found out that Mary is out of line, brazen, and insolent, but intelligent. In gambles, Mary is convinced that she’s going to win. Sachiko wants to know what Mary sounds like when she makes her cry out.

Meanwhile, Mary knows that getting a gambling den was just the first part. Now, she needs to find a way to make money with it. Mary tells Tsuzura that she’ll be her friend if she gets rid of her mittens tag. Mary needs Tsuzura to be with her at the top.

Plot[]

Tsuzura describes Hyakkaou Private Academy. The school is about to celebrate its 121st anniversary. Tsuzura explains the hierarchy between the students. Housepets have to deal with being bullied every day. Tsuzura is the housepet of Kokoro, the top gambler of her class. Mary is a new transfer student. Tsuzura and her know each other because they went to grade school together. Tsuzura warns Mary about transfer students being targeted here. Mary plays Speed President against Kokoro.

Mary was new to gambling, and she went 200,000 yen in debt. Tsuzura gave Mary money that she had hidden, so Mary could gamble again. Kokoro cheated again, but Mary figured it out. Mary wins the game and gets back her 200,000 yen. Tsuzura realizes that Mary isn’t someone that got enrolled thanks to her rich family.

A week later, Mary realizes that she’s not making any friends. She studied well, so no one could make fun of her. She also believes that she looks good. Mary doesn’t have much hope for her life plan. Mary explains that when people are born, they naturally tend to fall into hierarchies. She hates how society divides people up into winners and losers based on circumstances they can’t control. Mary enrolled at Hyakkaou to become a winner. She starts doubting her decision.

Tsuzura asks Mary if she wants to become her friend. Mary accepts. Tsuzura finds her request presumptuous. She’s convinced that Mary already has a lot of friends and might not like her. Tsuzura thinks that she might end up being a housepet forever. Mary asks Tsuzura why she has a pathetic look on her face. Tsuzura also had that look when giving money to Mary after she lost the first game of Speed President. Mary asked Tsuzura why she didn’t free herself with all of that money. Tsuzura didn’t believe that she’d stay free for long. Mary asks Tsuzura why she’s always like this. Tsuzura apologizes.

Tsuzura informs Mary that 200,000 yen isn’t a lot of money. The kids at this school can easily afford that. It isn’t enough for Mary to prove that she’s a good gambler. Mary finds this school ridiculous. She asks Tsuzura to show her gambling dens after school. Mary wants them to visit the least popular. Once they arrive, Mary admits to Tsuzura that she wants to take over this den. She tells Tsuzura that she thinks she’s figured out the secret to being a winner: To be the financier of a den.

Yukimi welcomes Mary and Tsuzura to her gambling den. She’s the president of the Literary Club. She asks them if they want to become members. Mary answers that they don’t. Yukimi admits that people rarely come here. She’s the only club member that hasn’t ghosted yet. Sachiko and Mikura walk into the room. Mikura, Sachiko’s mittens, informs Yukimi that her club’s access to this room is revoked. She asks them to leave the room immediately. It’s been a long time since Yukimi hasn’t paid the room’s fees. Tsuzura informs Mary that Sachiko is the Public Morals Committee Chairwoman and she’s part of the Student Council. The gambling dens are under her jurisdiction.

Mary asks Sachiko to let her use this place. She explains that she’ll improve the revenue stream and pay a higher usage fee. Sachiko starts getting interested in Mary. Yukimi assures Sachiko that she can pay her back next month. Mary explains to Sachiko that going with someone new is better than placing the same losing bet on a person that has failed her. Sachiko tells Mary and Yukimi that they’ll gamble to have the right to control this den. The minimum buy-in will be one million yen. That’s a gambling den’s setup fee amount. Mary is worried. Sachiko says that the loser will pay. Mary only has 200,00 yen. Sachiko explains that Mary will owe her 800,000 yen if she loses. Tsuzura tries to convince Mary not to do it. Mary still accepts to play. Tsuzura will front 500,000 yen.

Mikura explains the rules of Three Hit Dice. The rules of the game are very simple. Mikura will roll the dice. The numbers 1, 2, and 3 count as down. 4, 5, and 6 count as up. The players then must guess three consecutive dice rolls by using the letters U for up and D for down. They write their guesses on cards. They then give the cards to Mikura and she starts rolling. Mikura keeps on rolling until it lands three consecutive times like a player's guess.

Mary predicts U-U-D. She believes that it’s the most probable pattern. She thinks Yukimi picked up on this. The seventh toss ends on Up, ending the game. D-U-U was rolled. Yukimi wins the game. Sachiko tells Yukimi that she doesn’t look happy. Mary asks them to play one more round. She doesn’t mind if the buy-in is twice as much. Sachiko accepts Mary’s request. Yukimi protests. Sachiko reminds Yukimi that she’s not in any position of privilege to argue. Mikura puts a collar near Mary. Sachiko tells Mary that she’ll become her personal housepet if she loses.

Sachiko explains that Mary would have to do everything she tells her to, including ending her own life. Mary accepts to play again, and tells Tsuzura that she’s sure she can win this time. The players write down their guesses. Mikura knows that Sachiko wants to be Mary’s master. Mikura believes that to be a good housepet, she has to make sure Mary loses. Mary drinks water.

Mikura believes that making sure Mary loses is very simple. Since she’s the dealer, she can look at Mary’s card. She can also change Yukimi’s card with one that will put her at an advantage. She saw that Mary wrote U-U-U as her guess this round. Mikura thus changed Yukimi’s card to a D-U-U one since it has higher chances of winning. Mikura is certain that Mary’s loss is just a matter of time. After Mikura’s fourth toss, Mary dropped water, making the cards wet. Mikura tells her to be careful. She’s about to make a fifth toss. Mary tells her that there is no need for that.

Mary Wins Three Hit Dice

Mary shows that she correctly predicted the dice rolls

Mary declares that she wrote down D-D-U. Mikura checks the card and sees that Mary managed to change her guess to D-D-U. Mary knew that they were cheating. What confirmed it is Yukimi being hesitant to accept her victory despite being the winner. Mary figured out that Mikura swapped Yukimi’s card without her knowing. Mary explains that Mikura changing Yukimi’s card is like using paper in Rock Paper Scissors after an opponent used rock. Mikura is certain that the card said U-U-U. Mary tells Mikura how she changed her prediction. She drew the vertical lines in the “D”’s using a nail polish remover. It is usually clear on acetone. Adding water on it makes it become darker than its surrounding colors.

Mikura Seeing Mary Win

Mikura shocked after seeing Mary win

Mary thanks Mikura, as she made it easier for Mary to win. Mary would have never made a second bet without knowing that Mikura was cheating. Sachiko applauds, as the rules didn’t say that they had to use a black pen to write their guesses. She assumes that if the dice actually landed on U-U-U, Mary would have kept quiet and accepted the win. Sachiko calculates that Mary had 12.5% chances of winning during her first bet; 71% with her acetone trick. She asks Mary if she accepted the 29% chances of becoming a housepet or if she thinks that she was bluffing when announcing the stakes.

Mary explains that this is what gambling is all about. If she isn’t willing to take on some amount of risk, then she’ll never have the opportunity to win. Sachiko announces that the gambling den is now Mary’s. Yukimi asks Sachiko what will happen to the Literary Club. Sachiko responds that Yukimi knew she had lost the first round, but still accepted victory. She believes that Yukimi has no right to protest this outcome, as she accepted Mikura’s cheating.

Mikura apologizes to Sachiko. She asks Sachiko to punish her. Sachiko tells Mikura that the fact that Mary won against her classmate on her first day is intriguing. Today’s game makes Sachiko wonder what Mary might really be like. Sachiko admits that she didn’t care about the outcome. Today, she found out that Mary is out of line, brazen, and insolent, but intelligent. In gambles, Mary is convinced that she’s going to win. Sachiko wants to know what Mary sounds like when she makes her cry out.

Meanwhile, Tsuzura praises Mary for her win. Mary explains that getting a gambling den was just the first part. Now, she needs to find a way to make money with it. Tsuzura admits to Mary that she wishes she could be like her. Mary tells Tsuzura that she’ll be her friend if she gets rid of her mittens tag. Mary needs Tsuzura to be with her at the top. Tsuzura starts crying. She realized that Mary wants what’s best for her.

Character Appearances[]

Gambles[]

Episode Notes[]

  • Mary defeats Kokoro in their second game of Speed President.
  • Mary defeats Yukimi in Three Hit Dice, so the Literary Club’s gambling den is now hers.

Anime-Manga Differences[]

The game of Speed President between Mary and Kokoro is way quicker in the anime than it is in the manga.

Trivia[]

  • It is dubbed in 12 languages and has subtitles in 34 languages.

Navigation[]

Full-Bloom Saga
Chapters
Chapter 1Chapter 2Chapter 3Chapter 4Chapter 5Chapter 6Chapter 7Chapter 8Chapter 9Chapter 10Chapter 11Chapter 12Chapter 13Chapter 14Chapter 15Chapter 16Chapter 17Chapter 18Chapter 19Chapter 20Chapter 21Chapter 22Chapter 23Chapter 24Chapter 25Chapter 26Chapter 27Chapter 28
Episodes
Episode 1Episode 2Episode 3Episode 4Episode 5Episode 6
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