The Objectified Girl

Cover

**The Objectified Girl** is the 50th chapter of Kakegurui Twin, written by Homura Kawamoto and illustrated by Kei Saiki.

## Summary

Ouri challenges Kirari to a public match. Sayaka reminds Ouri that public matches are only for housepets, and she’s not one. Ouri brought one with her. She wants to play on his behalf. Sayaka refuses to allow that. Ouri believes that she’s running away. She asks Sayaka if she’s implying that the president of the student council is afraid of losing a single match against a random housepet. The council is powerful because people aspire to it and fear it. Ouri threatens to tell everyone that Kirari avoided this gamble. Kirari laughs. She ignores why Ouri has such an excuse to have a public match. She asks Ouri to become a housepet if she wants a public match so badly. Kirari accepts to have one anyway. They’ll play Koi-Koi.

Aoi tells the Literary Club members that the game they’ll be playing is just as large-scale as a last battle should be. There is a dual structure. First, Aoi gambles against the Literary Club. Then, the whole student body places bets on who will win their game. Mary asks if their game will be broadcasted since Aoi said that the whole student body would bet. Aoi answered not quite. He believes that too much attention will spoil it. They enter the arena. There is an immense crowd of students around it. This match was advertised as a festival event. The arena filled up fast. Mary lets Aoi know that she’d like to change the stakes. Mary wants Aoi to belong to her if she wins. Aoi would have to do whatever she says.

Mary would give Aoi two orders: to stay away from them for good, and to call off his engagement with Sakura. Sakura is amazed by Mary fighting for her sake in such a risky gamble. Mary explains that if she didn’t do this, she’d feel gross about it. Aoi accepts Mary’s conditions. Ruri Fuen arrives. She’ll be the dealer for this match. Mary finds this game to be pretty simple. She believes luck will be more important than reading her opponent. She questions why Aoi picked a luck-based game. Mary then considers another possibility. Aoi asks the other players to ban cheating from the game. He wants to forbid tampering with the cards. Mary believed that Aoi would cheat if he wasn’t relying on luck. The players have no objections, so Ruri forbids cheating. Mary knows that her history with Aoi will come to a close. She first lost to him. Then he put her through even more anguish. Mary wants to end it all here. She tells herself that she’ll win today. The game of Conquer the Land begins.

## Plot

Kirari asks Ouri how she can help her. Ouri tells Kirari not to play dumb, as she’d only have one reason to ever see Kirari. She challenges Kirari to a public match. Sayaka reminds Ouri that public matches are only for housepets, and she’s not one. Ouri brought one with her. She wants to play on his behalf. Sayaka refuses to allow that. Ouri believes that she’s running away. She explains that it’s okay for a housepet to get help. She asks Sayaka if she’s implying that the president of the student council is afraid of losing a single match against a random housepet.

The council is powerful because people aspire to it and fear it. Ouri threatens to tell everyone that Kirari avoided this gamble. Kirari laughs. She ignores why Ouri has such an excuse to have a public match. She asks Ouri to become a housepet if she wants a public match so badly. Kirari accepts to have one anyway. They’ll play Koi-Koi.

Aoi is bringing Runa and the Literary Club members to a stage. Runa gets a call and leaves. She’ll have another election official take over for her. Aoi says that the game they’ll be playing is just as large-scale as a last battle should be. There is a dual structure. First, Aoi gambles against the Literary Club. Then, the whole student body places bets on who will win their game. Mary asks if their game will be broadcasted since Aoi said that the whole student body would bet. Aoi answered not quite. He believes that too much attention will spoil it.

They enter the arena. There is an immense crowd of students around it. This match was advertised as a festival event. The arena filled up fast. Sakura tells Aoi that he’s going too far. She doesn’t believe the Literary Club can afford to payout millions of yen to everyone. Aoi responds that the opposite is true as well. They could earn millions too, even tens of millions. Mary lets Aoi know that she’d like to change the stakes. Mary wants Aoi to belong to her if she wins. Aoi says that it’s a funny way of saying she loves him. Mary is serious. Aoi would have to do whatever she says.

Mary would give Aoi two orders: to stay away from them for good, and to call off his engagement with Sakura. Sakura is amazed by Mary fighting for her sake in such a risky gamble. Mary explains that if she didn’t do this, she’d feel gross about it. Aoi accepts Mary’s conditions. Ruri Fuen arrives. She’ll be the dealer for this match.

The rules are explained by Ruri Fuen. The game will be the Literary Club against Aoi Mibuomi, and the audience will bet on the results of the game, funded by the Literary Club. The game is a counting game played with one deck of fifty-two cards. Players each create three "armies" trying to beat their rivel army's value. Each player is dealt a hand of five cards. Next, three cards from each deck are placed face up in front of each side. These are the "soldiers" in your three armies. Each army fights the one that's facing it. That's how the game begins. Players then take turns playing cards by putting them face down behind one of their armies. An army's strength is the total value of the cards in the column. The more cards in a column, the more powerful the army becomes. You can't tell the value of the face down cards of course, so while they're face down, you have to guess your enemy's total power. Once an army reaches three or more cards, they're all flipped over except the one farthest back. So you add more cards to power up an army, but you end up giving your enemy hints in the process. Once you use your five cards to create three armies, it's time for the "battle." All the cards are flipped over in all three columns, the highest point total wins. The side that wins at least two out of these three showdowns wins the battle. Each card scores a numerical value, but aces are special. In a duel, they count as one, but they also can cancel out an opposing army's face card. Use your aces right, and you can totally turn the game around. The game lasts a total of three battles, and the side that wins more battles in the end is the victor. The bets will be paid off based on the results. Bets on the match are taken until the start of the second battle. No cheating is allowed per the request of Aoi. For betting, anyone who picks the winner will earn double their money back.

Mary finds this game to be pretty simple. She believes luck will be more important than reading her opponent. She questions why Aoi picked a luck-based game. Mary then considers another possibility. Aoi asks the other players to ban cheating from the game. He wants to forbid tampering with the cards. Mary believed that Aoi would cheat if he wasn’t relying on luck. The players have no objections, so Ruri forbids cheating.

Mary knows that her history with Aoi will come to a close. She first lost to him. Then he put her through even more anguish. Mary wants to end it all here. She tells herself that she’ll win today. The game of Conquer the Land begins.

## Quick References

### Character Appearances

* Ouri Shimotsukiuri
* Kirari Momobami
* Sayaka Igarashi
* Sakura Miharutaki
* Yukimi Togakushi
* Tsuzura Hanatemari
* Mary Saotome
* Runa Yomozuki
* Aoi Mibuomi
* Ruri Fuen

### Gambles

* Conquer the Land
* Koi-Koi

### Chapter Notes

* Aoi will play Conquer the Land against the Literary Club.