The Stripping Girl, The Shooting Girl

Cover

**The Stripping Girl, The Shooting Girl** is the 32nd chapter of Kakegurui Twin, written by Homura Kawamoto and illustrated by Kei Saiki.

## Summary

Yukimi feels embarrassed, thinking about being looked at if she loses at Peeping Tom Baseball Fist.

The teams first set up their homes using their tablets. Tsuzura finds out that they can rotate the panels, giving them more possible patterns. Yukimi chooses a setup that allows them to go anywhere. She believes that the more freedom of movement they have, the better. Both teams finish their homes. Eneru tells Yukimi to relax. She wants Yukimi to show off herself and has high hopes for her. Yukimi answers that they might win. Eneru is fine with Shimizu photos being in Yukimi's possession. Eneru doesn't care about winning or losing as long as she's not getting photographed.

Round one begins, and Yukimi notices eight cameras in the first room she enters. It’s impossible to hide. Inaho says that any walls that are missing a door on the map are locked and can't be reached and that climbing walls is prohibited. Yukimi went through all the rooms. The doors were all unlocked and set up according to the pattern she created with Tsuzura. Both models have to take off a piece of clothing. Inaho informs the players that she's monitoring the cameras in all the rooms and any cheating will be called out on the spot. Yukimi and Shimizu remove their blazers. They then each roll a die using their tablets. The models move through as many rooms as they rolled and they can't end their turn on the same room they started in. Yukimi heads to the living room, the center. Photographers activate their cameras. Tsuzura wants to avoid photographing Shimizu during the first round.

Tsuzura was about to pick a room randomly. Mary would never give up before really thinking, she tells herself. She thinks that there is some sort of clue. Tsuzura finds one out and picks a camera. The results of the first turn is that everyone is safe, as cameras have been activated in empty rooms. Tsuzura remembered what Yukimi said before they built the home. Tsuzura thus found out that only four starting squares are possible to make the most advantageous setup: Room two, four, six or eight. Shimizu rolled one. So, she has to be in one of the other five rooms. Tsuzura activated the cameras of room six and avoided taking a picture of either of the models.

During round two, both models take off their shoes. Yukimi rolls two, and Shimizu rolls six. Not a single room is safe, so Yukimi feels like she's walking through a minefield. Yukimi goes to room seven. Photo Time begins. Rooms four and six's cameras get activated. No model has been taken a picture of. During round 3, they avoided the cameras again. Round 4 starts and Yukimi is embarrassed since she has to take off her skirt. She rolls four and goes to room eight. Shimizu rolls one. Almost half of the rooms’ cameras will be turned on, yet both photographers have missed during this turn. Round 5 begins, Yukimi and Shimizu are in underwear. Yukimi thinks it’s all luck, but is still surprised about Shimizu not being found. Yukimi loses Photo Time, as she gets photographed.

## Plot

### Flashback

When she was a kid, Yukimi would always get muddy playing with boys. Once she could read, reading was all she ever did. No boy turned their gaze to her. When she thinks about being looked at if she loses at Peeping Tom Baseball Fist, she feels embarrassed.

### Round 1

The teams first set up their homes using their tablets. Inaho reminds the players that the model will start moving from the foyer and they can only travel between rooms if there is a doorway. Tsuzura finds out that they can rotate the panels, giving them more possible patterns. Yukimi chooses a setup that allows them to go anywhere. She believes that the more freedom of movement they have, the better. Both teams finish their homes. Eneru tells Yukimi to relax. She wants Yukimi to show off herself and has high hopes for her. Yukimi answers that they might win. Eneru is fine with Shimizu photos being in Yukimi's possession. Eneru doesn't care about winning or losing as long as she's not getting photographed.

Yukimi notices eight cameras in the first room she enters. It’s impossible to hide. Inaho says that any walls that are missing a door on the map are locked and can't be reached. She adds that climbing walls is prohibited. Yukimi went through all the rooms. The doors were all unlocked and set up according to the pattern she created with Tsuzura. In room two, Yukimi remembers that she has to win this game, as the literary club is riding on it.

Both models have to take off a piece of clothing. Inaho informs the players that she's monitoring the cameras in all the rooms and any cheating will be called out on the spot. Yukimi and Shimizu remove their blazers. They then each roll a die using their tablets. Yukimi rolls three and Shimizu rolls one. The models move through as many rooms as they rolled and they can't end their turn on the same room they started in. Yukimi heads to a room she thinks Eneru is likely to pick early. She goes to the living room, the center. Photographers activate their cameras. Eneru tries to throw off Tsuzura by telling her what happens if Yukimi loses in vain. Tsuzura wants to avoid photographing Shimizu during the first round.

Tsuzura was about to pick a room randomly. Mary would never give up before really thinking, she tells herself. She thinks that there is some sort of clue. Tsuzura finds one out and picks a camera. The results of the first turn is that everyone is safe, as cameras have been activated in empty rooms. Tsuzura remembered what Yukimi said before they built the home. Tsuzura thus found out that only four starting squares are possible to make the most advantageous setup: Room two, four, six or eight. Shimizu rolled one. So, she has to be in one of the other five rooms. Tsuzura activated the cameras of room six and avoided taking a picture of either of the models.

### Round 2 to 5

Both models take off their shoes. Yukimi rolls two, and Shimizu rolls six. Not a single room is safe, so Yukimi feels like she's walking through a minefield. Yukimi goes to room seven. Shimizu's location is unknown. Photo Time begins. Rooms four and six's cameras get activated. No model has been taken a picture of.

Round 3 begins. Yukimi moves to room four after she rolls one. Shimizu rolled three. They avoided the cameras again.

Round 4 starts and Yukimi is embarrassed since she has to take off her skirt. She rolls four and goes to room eight. Shimizu rolls one. Almost half of the rooms’ cameras will be turned on. Both photographers have missed during this turn.

Round 5 begins, Yukimi and Shimizu are in underwear. Yukimi thinks it’s all luck, but is still surprised about Shimizu not being found. Both models roll three. Yukimi walks to room three. Yukimi loses Photo Time, as she gets photographed.

## Quick References

### Character Appearances

* Eneru Rokujou
* Yukimi Togakushi
* Shimizu
* Inaho Yamato
* Tsuzura Hanatemari

### Chapter Notes

* The game lasted five rounds.
* The Photography Club won after Yukimi lost Photo Time.