A Targeted Girl

**A Targeted Girl** is the 2nd episode of *Kakegurui Twin*. It is produced by MAPPA and was published on Netflix August 4, 2022.

## Summary

The Student Council members talk about Midari, who has taken over seven gambling dens, but didn’t pay the fees for them. Meanwhile, Mary and Tsuzura find Yukimi cleaning the room that Mary had won. Tsuzura convinces Mary to let Yukimi stay. Later, Sakura finds Midari in the Library Prep Room number one. She defeats Midari, so Midari pays her five million yen. Despite her win, Sakura read too much into things. Midari believes that Sakura will break if she doesn’t learn to be flexible. Midari admits to herself that she can't think of a single person who can break the president of the Beautification Council yet.

The game Mary picked for her gambling den is called Magic Dice Game. Mary calculates that their revenue for day one is 300,000 yen. She leaves the den. Meanwhile, Sachiko convinces Aoi to go play in Mary’s gambling den. When Mary arrives back at her gambling den, she notices that Yukimi is worried. Aoi, from the Student Council, had shown up. Every time he lost; he doubled his bet. This way, no matter how much he loses, he just needs to win once to earn back everything he bet before and make profit. Now is the last round he is allowed to play today. He bets four million. Aoi understood Mary’s strategy in this game. He explains to Mary her whole strategy.

Mary realizes that Aoi doubling his bet every time is the most effective way to destroy them. Despite having a chance of 5 out of 9 of losing, Aoi wins. Tsuzura is shocked. Later, Mary pays Aoi his million yen. Aoi tells her that she can keep it. He says that it’s going to be hard for Mary to reverse Tsuzura’s housepet status. Aoi asks Mary to help him in exchange. He just wants her help to do one thing: Destroy Kirari.

## Plot

The Student Council members have a meeting. Sayaka talks to them about the recurring problems they've been having with a student. This student is Midari. She came to the school this year. Over the last month, she has gained the nickname “Destroyer of Dens”. Midari has ousted seven different leaders at different locations. Five of them were previously under Student Council jurisdiction. None of the usage fees for the dens have been paid, and Midari seemingly has no intention to pay. Sayaka has already made arrangements. Midari will face off against Midari today. Sachiko is happy, as she realizes they have a wealth of interesting first-years.

Mary arrives at school at the same time as Tsuzura. Tsuzura checks one of her shoes in her locker. It’s filled with razor blades. Mary is shocked. This could happen because Tsuzura is a mittens. She's okay with that since she believes she'll get closer to being a winner. Tsuzura explains that she can handle anything if it’s temporary.

Mary and Tsuzura head to the Library Prep Room number two. They find Yukimi cleaning the room. Mary asks Yukimi why she is at her den. Yukimi answers that she's the club president, and she still has the key. Mary angrily asks Yukimi if she’s trying to get the den back. Yukimi swears that she isn’t. She just wants to keep using this room for her club. Yukimi explains that none of the members of the club will show up, so they won’t interfere with gambling. Yukimi even suggests that she hides here.

Tsuzura convinces Mary to let Yukimi stay. Mary picked this room because it was the cheapest one, but she still owes the Student Council 500,000 yen a month. Yukimi informs Mary that the fee for two people is at least 700,000 yen a month. They’ll also have to pay to free Tsuzura. Mary talks about an easier way to lose a housepet's status than waiting for a donation day. They can just pay the Student Council 1,000,000 yen to free Tsuzura. Mary didn’t feel like aiming for that would be realistic until Tsuzura’s shoe was filled with razor blades. Mary calculates that they’ll need 1,700,000 yen. Mary has already thought of a game.

Meanwhile, Sakura finds Midari in the Library Prep Room number one. Sakura explains to Midari that she's the owner of the seven gambling dens she has taken over. Midari should pay usage fees for all seven of them. Sakura tells Midari that she’s here to collect five million yen. Midari laughs. One of Midari’s friends informs Sakura that none of them has that kind of money. Sakura has the Beautification Council search the room. Midari suggests to Sakura that they gamble. This way, the problem would be solved quickly. This place has many games. Midari lets Sakura pick one. If Sakura wins, Midari says that she'll pay right away. However, if Midari wins, she wants Sakura to get out.

Sakura picks Make It Or Break It. They have to guess if the upcoming dice roll will be even or odd. Midari will throw the dice, and Sakura will guess if the roll is even or odd. Midari uses a bottle to hide the dice’s number. Sakura guesses “even” without hesitation. The dice landed on 6. It was even. Midari pays out the money to Sakura. Sakura explains to the Beautification Council members that she saw through their trick and turned it back around on them. Midari already predicted that they'd play a dice game.

The room was set up for Sakura to pick this game. All the other games took time to play. Sakura only had two options: dice or cards. These are easy to cheat with. When she picked the dice, Sakura noticed that the "two" side was a little heavier. Sakura thus wanted Midari to toss the dice instead. A girl from the Beautification Council explains that if the "two" side was down, it should have landed on "five". Sakura answers that Midari wanted to make it obvious that she had added weight to the dice. Midari swapped the dice before rolling. The new rigged dice would be rigged to land on an even number.

Sakura is about to leave the room. Midari puts 30 million yen on the table. She wants a rematch. Midari promises not to change the dice. She doesn’t mind if Sakura makes the guess. Sakura believes that Midari could have swapped the dice again after the match ended. She refuses to have a rematch. Sakura leaves the room. Midari didn’t swap the dice again after the match ended. She finds that Sakura reads too much into things. She was wrong about Midari swapping the first loaded dice with another. Midari had swapped the loaded dice with a normal dice. Midari believes Sakura will get nowhere with that talent if she stays straight-and-narrow. She thinks that Sakura will break if she doesn’t learn to be flexible. Midari admits to herself that she can't think of a single person who can break the president of the Beautification Council yet.

Students enter the Literary Club’s den. The members of the Literary Club welcome them in maid uniforms. Mary explains the games’ rules. The game is quite simple. There are three dice used in the game. The guest picks one and afterwards the dealer choses one as well. Both players roll and whoever gets a higher number wins. The guest will receive double the amount bid. If he loses, the dealer will get the bettings. However the three dice have different numberings on them:

* The Black Dice has 3, 3, 4, 4, 8, 8
* The White Dice has 1, 1, 5, 5, 9, 9
* The Red Dice has 2, 2, 6, 6, 7, 7

One of the students examines the dice. He accepts to play the game. The student bets 10,000 yen and picks the white dice. He aims to roll a nine. Mary picks the red dice. They toss their dice at the same time. The game is limited to three rounds.

Before they opened the den, Mary explained to Tsuzura and Yukimi that they need to change their den’s game every week because someone might figure their trick out.

The student loses to Mary. On the second round, he selects the red dice, believing that Mary, the dealer, picked it for a reason. Mary picks the black dice. The student wins. He bets again 50,000 yen and keeps the red dice. Mary uses the black dice again. She wins the game. Their revenue for day one is 300,000 yen. Yukimi finds that Mary came up with a nice game idea.

Meanwhile, Runa defeats Aoi in a game just like Street Fighter. Sachiko walks into the room. She tells Aoi about a first-year she found that might be fun for him to play with. Aoi hopes that Sachiko isn’t talking about Midari. Sachiko says that the person she’s talking about took the Library Prep Room number two from her earlier today. This student’s gambling den is open for business. Sachiko suggests that Aoi goes over there. Aoi stops playing with Runa. He proposes that he sends Kaede to play with Runa. Runa answers that he’s no fun. Kaede doesn’t want to play games with Runa. Aoi says that he’ll come back and play with her later.

Mary is away from the gambling den. Tsuzura and Yukimi decide to open. When Mary arrives, she notices that Yukimi is worried. Yukimi informs her that they’re up by three million. Aoi, from the Student Council, had shown up. He started by betting one million. He lost and bet two million. Aoi lost again. Now, it’s the last round Aoi is allowed to play today. He bets four million. Aoi notices Mary and says he came all the way here for her. He heard that Mary defeated Sachiko.

Aoi understood Mary’s strategy with this game. He explains that Mary has the customer be the first one to pick a dice, and they often take the lead, making them feel like the playing field is even. Aoi knows that it’s not really even. The red dice has an advantage over the white dice, the white dice has an advantage over the black dice, and the black dice has an advantage over the red dice. Aoi also knows that whoever picks a dice later is more likely to win with a chance of 5 out of 9. He figured out that the more times Mary gets her customers to play, the more money they’re likely to spend.

Aoi suggests they gamble to test his theory. He picks the white dice again, and Tsuzura picks the red dice. Mary understands that every time Aoi loses, he’ll double his previous bet. This way, no matter how much he loses, he just needs to win once to earn back everything he bet before. Mary realizes that it’s the most effective way to destroy them. Aoi wins. Tsuzura is shocked.

Later, Mary pays Aoi his million yen. Aoi tells her that she can keep it. He says that it’s gonna be hard for Mary to reverse Tsuzura’s housepet status. Aoi asks Mary to help him in exchange. He just wants her help to do one thing: Destroy Kirari.

## Character Appearances

* Sakura Miharutaki
* Aoi Mibuomi
* Runa Yomozuki
* Ririka Momobami
* Sayaka Igarashi
* Kirari Momobami
* Yuriko Nishinotouin
* Sachiko Juraku
* Mary Saotome
* Tsuzura Hanatemari
* Yukimi Togakushi
* Midari Ikishima

## Gambles

* Magic Dice Game
* Make It Or Break It

## Episode Notes

* Yukimi stays in her former gambling den with Mary and Tsuzura.
* Sakura defeats Midari in Make It Or Break It, so Midari pays her five million yen.
* Aoi asks Mary for help to defeat Kirari, the president.

## References

1. ↑ The name of this gamble in the manga is Even or Odd.