The Contemptuous Girl

Cover

**The Contemptuous Girl** is the 52nd chapter of Kakegurui Twin, written by Homura Kawamoto and illustrated by Kei Saiki.

## Summary

Kurumi challenged Sachiko to a gamble because Aoi asked her to. She knows that her and the other councilors are sacrificial pawns. Aoi just wants them to attract attention with their public matches. Kurumi doesn’t care because she’s interested in him. Mikura finds Kurumi insane for challenging Sachiko.

Meanwhile, the Conquer the Land game continues. Yukimi can’t believe her eyes after Mary placed a 5 on Tsuzura’s army. Tsuzura’s army is guaranteed to lose its showdown with or without this 5. Yukimi then realizes that Aoi lost his confidence all of a sudden. Yukimi understands Mary’s move. Mary wants to make Aoi believe that she played an A or a face card. She wants to make him waste a stronger card.

Aoi placed a card against Tsuzura’s army, wasting it. Yukimi is shocked by Aoi taking Mary’s bait. The showdown begins. Tsuzura’s army loses 14 to 8. Mary’s army wins 23 to 21. Yukimi’s army wins 29 to 19. The Literary Club thus wins the first battle. Aoi smiles despite losing. He explains to Mary that she has the logic to make intricate calculations and the guts to overcome her fears. He calls her a great gambler. He adds that she has a pure, childlike sense of justice. Mary also has trust in her strength, and she strives to improve. Aoi tells Mary that she’s a lot like him. Mary is puzzled.

Aoi tells Mary about Kirari. She got transferred in the middle of a semester. Kirari had money and a mysterious luster that attracted people. Most of all, she was a great gambler. Kirari’s winning streak was monstrous. She would make her opponents bet everything and ruin them. The student council members were no exception. Aoi explains that if someone is lost or left in the dark, they rely on reason and logic, and gambling is all about being lost. He says that logic alone will never defeat Kirari. Aoi describes Kirari as someone beyond the realm of reason.

Ouri is terrorized while she’s playing Koi-Koi with Kirari. Ouri has memorized all the unplayed cards and estimated their values. She’s certain that she didn’t make a single mistake. Kirari plays an Ame-Shikō yaku, worth 7 points. Ouri is shocked, as she believes Kirari beat her again. Kirari declares Koi-Koi. She will thus double her score or make it become zero. Kirari did this because she thinks a better yaku is coming. She’s also getting bored.

Ouri feels as if this is a golden opportunity. She was aiming for Inoshikachō, worth 5 points. It will double to 10 after Kirari’s Koi-Koi. As long as Ouri draws Ino, the wild boar, she’ll win. Ouri believes that Kirari’s pride just cost her the victory. Kirari plays Gokō, the strongest hand. It should be worth 15 points, but doubles to 30 because of the Koi-Koi she called earlier. Kirari wins this hand. Ouri is astounded.

Ouri can’t accept that someone like her lost to someone as evil as Kirari. She yells and runs away. Kirari was bored anyway. Sayaka is surprised, as Kirari shows her the card Ino, the wild boar. That’s the card Ouri needed to stage a comeback. Kirari had it from the start. She already won the round, but still called Koi-Koi.

Aoi tells Mary that the president has nothing but contempt for everybody else. Kirari doesn’t see them as people, they’re just toys for her entertainment. He explains that if they want to beat Kirari, they need to imbue themselves with madness. He spent hours building the Full-Bloom society, earning the trust of many people, and using up so much money, time, and labor. Aoi says that whether any of that bears any fruit all depends on this gamble.

Yukimi believes that the president doesn’t matter since they’re gambling over 10 million yen and many students have placed bets. Mary is shocked, as she realizes something. Aoi says that the one way to defeat Kirari is to go just as insane and strike her just when she’s enjoying herself. He tells Mary that she is no enemy to him.

## Plot

### Sachiko vs Kurumi

Kurumi challenged Sachiko to a gamble because Aoi asked her to. Sachiko thinks that Kurumi must have an inkling of her and the other councilors being sacrificial pawns. She tells Kurumi that Aoi just wants them to attract attention with their public matches. Sachiko admits that she finds Aoi, who’s nice on the outside, shady. Kurumi says that it’s fine, as she’s interested in him. Mikura finds Kurumi insane for challenging Sachiko.

### First Round of Conquer the Land

Yukimi can’t believe her eyes after Mary placed a 5 on Tsuzura’s army. Tsuzura’s army is guaranteed to lose its showdown with or without this 5. Yukimi finds Mary’s move useless. Tsuzura thinks that Mary should have added it to another army. Yukimi realizes that Aoi lost his confidence all of a sudden. He hesitates about where to place his last card. Yukimi understands Mary’s move. Mary is challenging Aoi. Mary wants to make Aoi believe that she played an A or a face card. She wants to make him waste a stronger card.

Aoi placed a card against Tsuzura’s army, wasting it. Yukimi is shocked by Aoi taking Mary’s bait. The showdown begins. Tsuzura’s army loses 14 to 8. Mary’s army wins 23 to 21. Yukimi’s army wins 29 to 19. The Literary Club thus wins the first battle. Its members are happy. Aoi smiles despite losing. Aoi explains to Mary that she has the logic to make intricate calculations and the guts to overcome her fears. He calls her a great gambler. He adds that she has a pure, childlike sense of justice. Mary also has trust in her strength, and she strives to improve. Aoi tells Mary that she’s a lot like him. Mary is puzzled.

### How Kirari Is

Aoi tells Mary about Kirari. She got transferred in the middle of a semester. Not used to how things worked in this academy, Kirari should have become a housepet quickly. However, she was different. She had money and a mysterious luster that attracted people. Most of all, she was a great gambler. Kirari’s winning streak was monstrous. She would make her opponents bet everything and ruin them. The student council members were no exception.

Aoi explains that if someone is lost or left in the dark, they rely on reason and logic, and gambling is all about being lost. He says that logic alone will never defeat Kirari. Aoi describes Kirari as someone beyond the realm of reason.

### Kirari vs Ouri

Ouri is terrorized while she’s playing Koi-Koi with Kirari.

#### Koi-Koi Rules

Koi-Koi (or Hanafuda) is a traditional Japanese card game which consists of 12 different monthly set. Each month has four cards. The players flip over a card from the deck and their own hand to match a card on the table based on their month. After compiling cards from the table, the players need to make Yaku to score points and win the round. There are different variants of Yaku, some have higher points than the others.

When you make a Yaku, you can say "Koi-Koi" to keep playing for even more points. If a player is able to get a second Yaku, they get more points. If after "Koi-Koi" the opponent is able to form a Yaku instead, the opponent will get double score, and the player who requests "Koi-Koi" loses the point for that round.

#### Koi-Koi Game

Ouri has memorized all the unplayed cards and estimated their values. She’s certain that she didn’t make a single mistake. Kirari plays an Ame-Shikō yaku, worth 7 points. Ouri is shocked, as she believes Kirari beat her again. Kirari declares Koi-Koi. She will thus double her score or make it become zero. Sayaka lets Kirari know that she doesn’t need to declare Koi-Koi to win. Kirari answers that there is only one reason she would: she thinks a better yaku is coming. Kirari adds that she’s getting bored.

Ouri feels as if this is a golden opportunity. She was aiming for Inoshikachō, worth 5 points. It will double to 10 after Kirari’s Koi-Koi. As long as Ouri draws Ino, the wild boar, she’ll win. Ouri is convinced that she is going to stage a comeback. She believes that Kirari’s pride just cost her the victory. Kirari plays Gokō, the strongest hand. It should be worth 15 points, but doubles to 30 because of the Koi-Koi she called earlier. Kirari wins this hand. Ouri is astounded.

Ouri can’t believe her loss since Kirari drew the single 20-point card from the full deck. Kirari already had 4 of the 5 20-point cards. Ouri can’t accept that someone like her lost to someone as evil as Kirari. She yells and runs away. Sayaka apologizes to Kirari for letting her go. Kirari says that it’s fine. She adds that she was bored anyway.

Sayaka is surprised, as Kirari shows her the card Ino, the wild boar. That’s the card Ouri needed to stage a comeback. Kirari had it from the start. She already won the round, but still called Koi-Koi. Since a Koi-Koi game lasts twelve hands, Sayaka believes that breaking an opponent down like Kirari did helps to win. She believes that it however wasn’t Kirari’s motive to call a Koi-Koi.

### Aoi’s True Motive

Aoi tells Mary that the president has nothing but contempt for everybody else. Kirari doesn’t see them as people, they’re just toys for her entertainment. Mary asks Aoi why he is talking about this. She doesn’t care how Kirari acts. Aoi explains that if they want to beat Kirari, they need to imbue themselves with madness. He spent hours building the Full-Bloom society, earning the trust of many people, and using up so much money, time, and labor. Aoi says that whether any of that bears any fruit all depends on this gamble.

Yukimi and Tsuzura are puzzled. Yukimi believes that the president doesn’t matter since they’re gambling over 10 million yen and many students have placed bets. Mary is shocked, as she realizes something. Aoi says that the one way to defeat Kirari is to go just as insane and strike her just when she’s enjoying herself. Aoi tells Mary that she is no enemy to him.

## Quick References

### Character Appearances

* Kurumi Kurume
* Sachiko Juraku
* Mikura Sado
* Aoi Mibuomi
* Mary Saotome
* Yukimi Togakushi
* Tsuzura Hanatemari
* Ruri Fuen
* Kirari Momobami (Flashback)
* Ouri Shimotsukiuri
* Kirari Momobami
* Sayaka Igarashi

### Gambles

* Conquer the Land
* Koi-Koi

### Chapter Notes

* The Literary Club defeats Aoi in the first round of Conquer the Land.
* Kirari crushes Ouri in Koi-Koi. Ouri rushes out of the room during the game.
* Aoi doesn’t see Mary has an enemy.

## Quotes

* *"That five card was my personal challenge to Aoi Mibuomi. I’ve lost to him once before. He saw right through my tactics, and he whipped me. No way I’ll accept defeat forever. So this is why I’ll go out of my way to challenge him. I have to keep challenging him, no matter what."* - Mary Saotome to herself
* *"If someone is lost or left in the dark, they rely on reason and logic. And gambling is all about being lost, right? But logic alone will never defeat her. Not someone beyond the realm of reason."* - Aoi Mibuomi talking to Mary Saotome about Kirari Momobami
* *"If we want to beat Kirari, we also need to imbue ourselves with madness."* - Aoi Mibuomi to Mary Saotome
* *"I spent hours building the Full-Bloom society, earning the trust of so many people, using up so much money, time, and labor. And whether any of that bears any fruit all depends on this one short, little gamble."* - Aoi Mibuomi to Mary Saotome

## References

1. ↑ Card combinations
2. ↑ Ouri has photographic memory.
3. ↑ The 5 cards needed to form a Gokō are called 20-points cards.