TV-Series
Description
Mary Saotome is a second-year student at Hyakkaou Private Academy and a central figure in Kakegurui, serving as a deuteragonist in the main series and the main protagonist of the prequel story Kakegurui Twin. Her background sets her apart from many of her peers: she comes from a family of modest means compared to the wealthy, often billionaire, students who dominate the school. This upbringing drove her to work hard and develop a fierce determination to succeed, and she transferred to Hyakkaou already aware that gambling determines the social hierarchy. The prequel explores how she learned to navigate and eventually thrive within the school's ruthless gambling system.

Personality-wise, Mary is initially defined by her immense pride, sharp temper, and competitive nature. She dislikes being underestimated and is quick to snap when challenged. She is confident to the point of arrogance, and in the early part of the main story she treats those beneath her with cruelty, using her position as a top gambler to exploit weaker students. However, her pride is shattered after a humiliating defeat against Yumeko Jabami in a rock-paper-scissors card game, which reduces her to the status of a house pet. This fall triggers a mental breakdown during a subsequent match, leaving her in a state of grief and shame. When she eventually regains her standing, her personality softens; she loses much of her former arrogance and cruelty, becoming more resilient and willing to cooperate with others.

Mary's motivations revolve around winning and regaining control. Unlike Yumeko, who gambles for the thrill and love of risk, Mary is driven by a desire to maintain her social standing and monetary security. After learning how the student council president views house pets, she develops a deep grudge and sets her sights on becoming the next president. Her ultimate goal is to climb back to the top and never again fall to the bottom, a drive that fuels her relentless efforts throughout the series.

In the story, Mary begins as one of the school's top gamblers and an antagonist to Yumeko, but her defeat forces her into a supporting role. Over time she evolves into Yumeko's ally, though a competitive rivalry remains. She also becomes a key player in the larger conflicts against the student council, often using her strategic mind to assist in high-stakes gambles.

Her relationships are central to her growth. With Yumeko Jabami, she transitions from bitter enemy to a friend and rival who both aids Yumeko and plots to surpass her. Ryota Suzui initially serves as her house pet and later becomes a classmate who supports Yumeko. Mary also forms an alliance with Ririka Momobami and confronts Kirari Momobami, the student council president, who represents the ultimate challenge to her ambitions.

Development is one of Mary's strongest aspects. She experiences a clear arc from an arrogant, cruel top dog to a humbled, more self-aware individual who learns the value of camaraderie and genuine competition. Her journey is marked by a series of defeats and recoveries, each teaching her to refine her approach and moderate her emotions.

Notable abilities include a sharp intellect that allows her to quickly understand the rules of any game and detect when an opponent is cheating. She excels at reading probability and psychology, enabling her to set traps and devise clever strategies. Her strategic thinking is complemented by a strong will to fight back even when the odds are against her. However, her emotional volatility can sometimes cloud her judgment in critical moments.