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Kakegurui Wikia
Kakegurui Wikia
Real workers don't wait for orders to keep their master happy.

Nagi Kamishimo to Soutarou Ibuki

The Reopening Girl is the 39th chapter of Kakegurui Twin, written by Homura Kawamoto and illustrated by Kei Saiki.

Summary[]

Yukimi introduces Eneru to Mary as a Full-Bloom councilor that tried to take over the Literary Club. Mary is angry and wants Eneru to get out. Tsuzura tells Mary not to worry, as Eneru won't ever oppose them again. Mary realizes that Aoi must be the one who ordered her to take the club and gets worried. Tsuzura is anxious about Kurumi. As soon as Mary left the club room, the Literary Club got attacked. They couldn't contact Mary at all. This all took place right after Kurumi joined. Tsuzura then presents the new game of the Literary Club, which is called Little Max.

Mary asks how they profit from it. Tsuzura answers that they'll be in each game just like with Magic Dice. Mary has worries about them not being able to consistently win. Yukimi, Mary, Tsuzura, Shimizu, Eneru, and Kurumi start a game. Mary is the first to make a roll. Mary notices that Yukimi and Tsuzura are very confident. Kurumi makes a roll and Yukimi accurately calls doubt and is right. She didn't even hesitate, which surprises Mary. As they keep playing, only three players are remaining: Tsuzura, Mary and Yukimi. After Mary's turn, Tsuzura called doubt correctly. Eneru asks if there is a trick. Yukimi doesn't want to tell her until the festival ends. Mary accepts Little Max to be the game of the Literary Club for the Great Bloom Festival.

Meanwhile, Nagi heads toward the Literary Club's den. Soutarou follows him and tells him that it wasn't in their orders. Nagi tells Soutarou to just leave everything to him.

Plot[]

Mary gets back to the Literary Club, and Eneru is still there. Yukimi introduces her as a Full-Bloom councilor that tried to take over the Literary Club. Mary is angry and wants Eneru to get out. Tsuzura tells Mary not to worry, as Eneru won't ever oppose them again. Mary realizes that Aoi must be the one who ordered her to take the club and gets worried. Kurumi and Eneru try to convince Mary to join Full-Bloom. Mary declines. Tsuzura is anxious about Kurumi. As soon as Mary left the club room, the Literary Club got attacked. They couldn't contact Mary at all. This all took place right after Kurumi joined.

Tsuzura presents the new game of the Literary Club, which is called Little Max. Little Max is a dice game based on probabilities. The first player puts two dice in a cup and shakes it. They check the results of the dice and declare them, passing the cup to the second player. The declaration can be accurate or not. The second player can doubt or not

  • If a player doubts, the dice are checked to see if the first player lied. If the declaration was incorrect, the first player is out; otherwise, the person who doubted loses.
  • If a player believes in the original declaration, they can shake the dice and repeat the process, making a new declaration and passing the cup to a third player. The new declaration has to be higher than the previous one.

The value of the combination is the following:

  • No pair: the single die with the highest number wins (e.g., between 5 + 1 and 4 + 2, 5 + 1 wins because 5 is more valuable);
  • A pair is more valuable than different dice. Between two pairs, the one with the highest number wins;
  • Little Max: a 1 + 2 is the highest combination and will always win.

Mary asks how they profit from it. Tsuzura answers that they'll be in each game just like with Magic Dice. Mary has worries about them not being able to consistently win. Yukimi, Mary, Tsuzura, Shimizu, Eneru, and Kurumi start a game. Mary is the first to make a roll. She tells her true roll: a three and a two. Tsuzura doesn't doubt it and rolls. She says that she rolled four and one. Mary notices that Yukimi and Tsuzura are very confident.

Shimizu says that she rolled four and three. Eneru says that she rolled five and four. Kurumi says that she rolled a six and a two. Yukimi calls doubt and is right. She didn't even hesitate, which surprises Mary. As they keep playing, only three players are remaining: Tsuzura, Mary and Yukimi. Yukimi declares that she rolled six and one. Mary rolls and announces that she got a one-one pair. Tsuzura calls doubt and is right. Eneru asks if there is a trick. Yukimi doesn't want to tell her until the festival ends. Mary accepts Little Max to be the game of the Literary Club for the Great Bloom Festival.

Meanwhile, Nagi heads toward the Literary Club's den. Soutarou follows him and tells him that it wasn't in their orders. Nagi tells Soutarou to just leave everything to him.

Quick References[]

Character Appearances[]

Gambles[]

Chapter Notes[]

  • The Literary Club’s game for the Great Bloom Festival is Little Max.

Navigation[]

Great Bloom Festival Saga
Chapters
Chapter 29Chapter 30Chapter 31Chapter 32Chapter 33Chapter 34Chapter 35Chapter 36Chapter 37Chapter 38Chapter 39Chapter 40Chapter 41Chapter 42Chapter 43Chapter 44Chapter 45Chapter 46Chapter 47Chapter 48Chapter 49Chapter 50Chapter 51Chapter 52Chapter 53Chapter 54Chapter 55Chapter 56Chapter 57Chapter 58Chapter 59Chapter 60Chapter 61