The Girl Who Owns And The Girl Who Is Owned

**The Girl Who Owns And The Girl Who Is Owned** is the second chapter of the first volume of *Kakegurui Twin* written by Homura Kawamoto and illustrated by Saiki Kei.

## Plot

Following her freshman year at Hyakkaou Private School, Mary Saotome noticed that she didn't fit in with anyone despite her efforts to remain highly impeccable and perfect in looks and personality. The only person she could talk to was Tsuzura Hanatemari who, in addition to being her childhood friend, was also a pet.

They both go into another room and Mary explains her insecurities about what was going on. Over a cup of tea, Tsuzura explained that the amount she won in his game with Kokoro Aiura was very small within that school; if she wanted to be considered a great gambler, she must earn more through challenges with other students.

Asking where her drink was, Mary introduced her to her water bottle, something she had been interested in since elementary school and has been using it ever since. To her surprise, however, Tsuzura claims not to have seen one in a long time and then asks her what she would do that day and she replied that she would go to a game room, saying she would go to the less popular.

Once there, Tsuzura asked if it was really okay to go exactly to this hall since they would have better ones; a less popular one would be harder to win. Mary assured her that everything would be fine and then they went inside. Only one girl was inside, and when she tried to greet them, she ended up falling to the ground, much to the confusion of the other two.

Tsuzura helped her to her feet and introduced herself as Literature Club President Yukimi Togakushi and asked if they would join the club, which Mary denied. She returns to the back of the big table and announced that she would prepare for the bets, since, apart from it, only members of the Occult Club showed up.

However, the door was opened: a girl holding another by a chain attached to a collar entered and Yukimi informs that the guests have just arrived. The first sat at the table, telling them to go away, and the other remained standing and to one side. The imprisoned girl, now named Mikura Sado, informs everyone that the Literature Club's permission to use Book Preparation Room 2 would cease; therefore, they should leave immediately, all to Yukimi's surprise.

The other asked why she was surprised considering she was several times late in payment. Mary didn't know who she was, so she spoke to Tsuzura who informed her that she was Sachiko Juraku, a member of the Student Council. Yukimi tried to stop her by saying it was too troublesome, but Mary surprised everyone by asking for permission to use the hall, promising that she would pay more for the use. Sachiko asked for her name and she gave it to her. When Tsuzura asked the reason for that attitude, she just replied that it was her infallible plan for them to become the best bettors. Tsuzura came to understand what her strategy was.

Yukimi despairs and begs her to continue using the hall, but Sachiko suggested that the two bet for her possession. Mary smiles as she thinks she was going according to her plan, but is surprised when the other points out that the amount wagered would be a hundred thousand, since even if she and Tsuzura split, they would only get around seventy thousand. Sachiko notices her concern and deduces that it was a high amount, which Mary agrees, so she asks how much she could pay and is answered with what she and Tsuzura could give. Sachiko accepts and informs her that she would remain with thirty thousand in debt; if she wanted the salon, she would have to take the risk.

Tsuzura is worried, but Mary interrupts her because this was their chance: if they got the betting room, they would be winners, they would not be humiliated again. Sachiko makes Mikura the game's croupier and she explains the rules of Three Dice and gives each of them papers to write down their riddles. After they write, Mary nervously thinks that if she lost, she would definitely become a pet, so she had to win. Tsuzura wonders what Mary wrote and thought about the odds of that game, what Mary, in her own thoughts, contradicted. Meanwhile, Mikura was rolling the dice.

But everyone's surprise was when Mikura announced that Yukimi had won the game with her riddle. As promised, Sachiko left the place for her, but noticed that she looked flustered and very surprised. Mary, however, asked them to play again, not caring if the bet doubled, convincing her to call off the match, preventing Yukimi's protests about it.

Sachiko claimed they wouldn't bet money this time, asking Mikura to show a collar. Seeing Mary's confusion, she explained that it was made for her: if she lost, she would become her personal pet, act like a dog. She grabs Mikura's neck and proceeded to choke her, receiving a strange reaction from the others present and letting go not many seconds later. However, Mary nodded, interrupting Tsuzura's worried phrases.

Thinking she was daring, Sachiko made Mikura take over the second round and handed the papers to both of them. Mary not only took out her pen to write, she also took out her water bottle, drank some of its contents and wrote on her thighs, then placing it (the bottle) beside her on the table. Mary's role said "UUU" ( Up, Up, Up, "loud, tall, tall") when she handed it to Mikura.

After she got them, she started rolling the dice for each round. Tsuzura was worried about that, but thought Mary must have some basis for saying she would win this way. Mikura, in fact, was cheating as a croupier to make Yukimi win at the behest of Sachiko, who wants to make her her personal pet. She wanted to be useful to her "owner."

However, Mary spilled water on her own paper, much to Mikura's confusion. She wiped off the wet surface and tried to proceed with round four, which Mary said was not necessary, since "DDU" ( Down, Down, Up, "down, down, up") was correct, being her victory. When Mikura looked at Mary's paper, it was just as she had said.

She explained that she had noticed Mikura's trick to get Yukimi to win and had also noticed how nervous she looked over the fact that she had "won," as if she really hadn't actually. Annoyed, she asked how she managed to write "DDU" if it was "UUU" previously and it was simple: she used nail remover and even thanked Mikura for making things easier for her.

Sachiko congratulated and praised Mary's attitude, confirming her words that she never said they should write with pen, explaining all the odds in numbers that she possibly won or lost that game. Mary answered her boldly as gambling really was a matter of luck and she didn't doubt Sachiko's words about making her her personal pet. She congratulated her again and announced that the hall was Mary's, silencing Yukimi about her protests.

Pulling Mikura by her chain, they both left the room. In the hallway, Mikura begged Sachiko to forgive her and punish her for her actions, but she is surprised by the other's speeches, who claimed to be more than satisfied with results, as well as very interested in the type of person Mary is: reckless, naughty and bold, finally saying that I wanted to hear what her screams are like.

Back in the hall, Tsuzura was quite happy for Mary and praised her for winning so brilliantly and she thanked her, however, said they only got the hall; if they didn't get an income, they couldn't fulfill their goals, to which the other agreed. Mary sat at the table and, to lighten their spirits, called the place "her castle."

## Quick references

### Character appearances

* Mary Saotome
* Kokoro Aiura (flashback)
* Tsuzura Hanatemari
* Yukimi Togakushi *(first appearance)*
* Sachiko Juraku *(first appearance)*
* Mikura Sado *(first appearance)*

### Chapter notes

* Mary has no friends other than Tsuzura.
* A new Council member, Sachiko Juraku, is introduced.
* Mary bets Yukimi for possession of the betting room and wins.
* Sachiko wants Mary as her personal pet.