The Losers' Revival round ended with Miura-san being set free.
Yeah!
Contraband Game
The remaining eight of you will proceed to the third game.
As this was the Losers' Revival round, there will be no drop-outs.
Please return to this site on Saturday two weeks from now.
Wait, we're doing the third game here, too?
You will receive details at a later time.
Best of luck to you all in the third game.
Damn, the third game's that soon?
Don't worry! We've got Nao-chan on our side!
She's got our backs!
Yeah, you're right.
Meanwhile, my own feelings were far more complicated.
Don't worry about it.
You intended to use the money you won in the revival round
to get me out of the game, right?
H-He's sharp!
I'm taking part in the game of my own volition.
Even if you gave me the money, I wouldn't drop out.
Not until I find out who's behind this ridiculous game.
So, why did you call me here today?
The third-round game is tomorrow.
I guess I'm starting to get scared.
You have your surefire plan, right?
"If everyone can be honest, we'll all be saved."
"That's what the Liar Game is really about."
You said so yourself, right?
I hope everyone agrees with me.
But...
The ever-faithful Nao is starting to doubt the goodness of others?
That's an awful thing to think, isn't it?
No, it's good to have doubts.
Doubting people means trying to learn more about them.
To trust is certainly a noble thing.
But what many people actually do under the guise of "trust"...
is forsake actually getting to know others.
That's not trust. It's indifference.
Doubting people isn't wicked.
True wickedness comes from indifference.
Akiyama-san's words pierced my heart like a knife.
He'd perfectly described the way I'd lived up till then.
I'd been convinced that trusting people was good
and doubting them was wicked.
Even if I could have friendly conversations on the surface,
maybe I was running from getting to know people on a deeper level.
Akiyama-san, am I...
You should doubt people.
Doubt, doubt some more, and look straight into their hearts.
The more painful someone's truth, the more reluctant they are to speak it.
All right.
Then, the next morning...
Ms. Nao Kanzaki?
For you.
R-Right...
Nao Kanzaki
You'll be using that card in the game, so be sure to hold on to it.
Now, everyone, I'll take you to the venue for the Liar Game's third round.
Wait, is the venue for the third round gonna be...
Indeed. It is the airport.
Huh?! Why the airport?!
Are they gonna fly us outta the country?!
Don't be stupid.
We don't even have passports.
You don't know that!
A shady organization like this might have ways to smuggle people overseas!
I-I'm sure that's not what this is!
Hey, what's the deal?!
You've come to a very apt conclusion.
Because the third-round game is about traveling between two different countries.
This is the venue.
Until recently, it was used as an immigration checkpoint.
Now it is a mere shell of itself, soon to be torn down.
They can rent out a place like this for a game?
Just how big is this organization?
A fine day to you all!
It is truly a pleasure to see you again.
Now, allow me to explain the game you'll be playing this round.
It differs from the prior games in that it is a team competition.
A team competition?
We're on teams?
Who's on whose side?
Now, the game we'll be playing is called...
the Contraband Game!
Contraband Game?
I knew it! You're taking us overseas to be criminal accessories!
Certainly not.
The contraband is in the game only.
You will not be doing anything illegal.
Of course, "contraband" does suggest smuggling between countries.
Thus we have prepared make-believe foreign countries.
Look out the window.
That's a foreign country?
Correct.
This room is the Country of Day.
That room is the Country of Night.
From your perspective, a foreign land.
Oh, so that's all?
Allow me to tell you more about these two countries.
Country of Day
Country of Night
Relations between the Country of Day and the Country of Night have soured of late.
In 72 hours, a war will break out between them.
This is a problem for you,
because you are international traders.
You have a great deal of funds in the other country.
When the war breaks out, what will happen to that capital?
Well, it's enemy money.
They'll probably seize it.
Correct.
Therefore, before the war starts...
Country of Day
Country of Night
Third Country
You want to retrieve as much of your money from that country as possible
and evacuate it to a safe third country.
Um, what's this "third country"?
Imagine a bank in a perpetually neutral country, like Switzerland.
But as is the case throughout modern society,
it is illegal to move large amounts of cash across borders without permission.
At the border, you'll face a formidable inspector hoping to confiscate it.
Thus, you must get the cash across the border while evading discovery.
I see. So we're smuggling contraband cash.
Let us try it in practice.
The four of you will be the Country of Day team.
You five will be the Country of Night team.
You've picked our teams already?!
No, this is a practice run, nothing more.
You may listen without fear.
Teams will take turns on offense and defense.
When the Country of Day is smuggling contraband cash,
the Country of Night will serve as inspectors.
When the turn is over, the teams will swap.
The Country of Night will then smuggle, and the Country of Day will inspect.
Let us play one turn with the Country of Day on offense.
First, nominate one person from your team to be your smuggler.
Anyone may volunteer.
Then I'll give it a try.
The player chosen as the smuggler
will enter the other country through the border crossing gate.
Let us all go there together.
First, you will leave the Country of Day lobby and move down the corridor.
There, you will find an elevator.
You will take the elevator one floor up and follow the hall.
It's a border!
Yes, this is the border between the Country of Day and the Country of Night.
You will cross the border and continue onward,
where you will find a cash dispenser.
This is the Country of Night Bank.
It contains a great deal of money belonging to Country of Day players.
On the opposite side of the border you crossed is the Country of Day Bank.
It contains a great deal of money belonging to Country of Night players.
Smugglers from both countries
will attempt to withdraw money from the foreign ATM,
put it in a suitcase, and return it to their country.
Um, how do we withdraw the money?
This functions exactly like a normal ATM.
You were given a card at the bowling alley, yes?
Oh, that's right.
Insert your card into the machine.
O-Okay...
When you insert your card, it will display your current balance.
Balance
One, ten...
Th-Th...
Three hundred million?!
Correct.
You hold 300 million yen in the Country of Night Bank.
That's so much!
But wait, there's more!
The funds you once held in your own country
have already been evacuated to the third country.
You have 100 million there.
In other words, you have a total of 400 million in this game.
What was once 100 million has become 400 million.
In other words, your opportunity has quadrupled.
Everyone present knew...
that quadruple the funds also meant quadruple the risk.
The smuggler will withdraw money and take it with them.
Only money within the briefcase counts.
You may take any amount that you wish.
Fifty million, one million...
Even zero, if you so choose.
However, the briefcase can only hold 100 million at a time.
A hundred million in cash?!
Correct. Would you like to see?
I-It's all real...
Now, Kanzaki-san,
withdraw as much as you'd like.
Okay...
I've made my withdrawal.
You will now transport your contraband cash.
Proceed down the Country of Night hall, take the elevator to the floor below,
and continue until you reach the border again.
This is the inspection room.
This man will always be here.
He is a member of the airport police known as a checker.
The inspection room is fully soundproof.
No one can hear what goes on within.
Those inside also cannot hear what transpires outside.
I can't see out through this window.
It is one-way glass.
You can see perfectly well from the other side.
The smuggler, Kanzaki-san, will sit here.
The inspector will sit across from her.
Now, Country of Night players, choose someone to play your inspector.
I'll do it.
The smuggler and inspector will now be alone in this room.
The inspector must identify if the smuggler has contraband.
They may ask questions, or they may simply observe.
However, you may not touch the briefcase.
You have ten minutes.
Use that time to deduce whether or not they are carrying contraband.
When finished, press this button
to remove the soundproofing and make your declaration.
If you think the briefcase is empty, say "pass."
If you think the briefcase contains money, say "doubt."
If you say "doubt," you must also declare how much money you think the player has.
If you think they are carrying one million, say "doubt one million."
Doubt 1 million
If you think they are carrying 50 million, say "doubt 50 million."
Doubt 50 million
However, if you declare "doubt" and the smuggler is innocent,
the inspector must offer compensation—
that is, pay damages to the smuggler from their third-country bank account.
Pay damages?
Damages are paid to the sum of half the accused declaration.
If they said "doubt one million," they must pay 500,000.
If they said "doubt 50 million," they must pay 25 million.
After the inspector declares either "doubt" or "pass,"
the checker will come in and confirm the contents of the briefcase.
Then comes the moment of truth!
{\an1\fnGeorgia\shad0\bord0\pos(76.8,325.466)\c&HF1F1F1&\clip(57.5,275.5,74,380.5)\t(1,1980,\clip(62,283,545.5,360))}The inspector says "pass"
Pass!
Pass
The inspector says "pass," and you succeed in smuggling your contraband.
Result
Contraband smuggling succeeds
If you're carrying 100 million, then you've obtained 100 million.
If the briefcase is empty, of course, you gain nothing.
{\an1\fnGeorgia\shad0\bord0\c&HF1F1F1&\pos(65,345)\clip(57.5,275.5,74,380.5)\t(1,1780,\clip(62,283,545.5,360))}Inspector says "doubt," but the case is empty
Doubt 50 million!
Doubt 50 million
The briefcase is empty.
But because the inspector falsely accused you
Result
Inspector pays damages to the smuggler
and declared a doubt of 50 million, they must pay half of that in damages.
{\an1\fnGeorgia\shad0\fs18\bord0\c&HF1F1F1&\pos(65,345)\clip(57.5,275.5,74,380.5)\t(1,1780,\clip(62,283,645.5,460))}Inspector says "doubt," and the smuggler has the declared amount or less
Doubt 50 million!
Doubt 50 million
There is 20 million inside.
Result
Contraband smuggling fails
If the inspector declares "doubt" for more than the amount being carried,
the inspector can seize the entire contents of the briefcase.
{\an1\fnGeorgia\shad0\fs17\bord0\c&HF1F1F1&\pos(70,320)\clip(57.5,275.5,74,380.5)\t(1,1480,\clip(62,283,645.5,460))}Inspector says "doubt," and the smuggler has more than the amount declared
Doubt 50 million!
Doubt 50 million
There is 60 million inside.
Result
Contraband smuggling succeeds and inspector pays damages to the smuggler
If the smuggler is carrying more than the amount declared, they succeed.
In this case, the smuggler receives both their 60 million in contraband cash
and half of the declared 50 million doubt, 25 million, in damages.
A total of 85 million.
Contraband Cash
60 million
Compensation
25 million
Total
85 million
For the inspector, Case 4 is adding insult to injury.
Now, Akiyama-san,
proceed with your inspection.
You have ten minutes.
I don't need ten minutes.
Doubt one million.
Checker.
It's exactly one million!
Well done. How did you know?
It was simple.
Each time she moved the briefcase, I could hear the money rattling around.
I could tell from the sound it made that there was one bundle of bills inside.
Magnificent. The inspector wins this exchange.
This one million yen will go into Akiyama-san's third-country bank account,
and the loser, Kanzaki-san, has lost that money from her Country of Night account.
The teams will now switch sides.
The Country of Night will take a turn smuggling,
and the Country of Day will play the inspector trying to stop them.
One turn on each side constitutes a full round.
We will play fifty rounds.
Fifty rounds?!
That'll take forever!
Far from it.
You will see once you begin,
but fifty rounds will pass swiftly,
as if in the blink of an eye.
Use that limited time to transfer as much cash as you can from the other country
and into your third-country accounts.
The moment the fifty rounds have concluded,
the team with more money in their third-country accounts will be the winner.
And regarding individual prize money,
regardless of victory or defeat for your team,
the entire amount in your third-country account will serve as your prize.
The entire amount...
...will be...
...our prize?
For instance, if you succeed in smuggling your entire 300 million,
so you end with 400 million in your third-country account,
that amount in full will be yours.
Contraband is not the only way to increase the money in your account.
If you can get an inspector to pay you damages, that money also belongs to you.
{\fad(2400,1)\shad1\fnArial Black\move(332.267,94.533,332.267,94.533)\c&HD4D4D5&\3c&H528290&\4c&H77C1DA&}+Paid Compensation 200 million yen
Awesome! Another 200 mil for me!
And if, as an inspector, you prevent your opponent from smuggling,
the money they're carrying becomes yours.
Awesome! I seized 100 million in contraband cash five times!
That's 500 mil more for me!
+500 million yen
If you fail to smuggle all of your money after the conclusion of fifty rounds,
any remaining funds are confiscated by the country in which they were left.
For instance, if the members of the Country of Night
leave a total of 400 million in the Country of Day,
that 400 million will be distributed equally among the Country of Day players.
Well? This prize is incomparable to those in the first two games!
It's your big chance to earn even a billion yen!
But the 400 million we've lent you for the game must be returned when it is over.
Excuse me.
You've left out one crucial detail.
How are the teams being divided?
I mean, this is all about who you work with, right?
We've got some smart cookies and some real dum-dums here.
I'm not gonna be happy if the teams aren't fair.
As a matter of fact, that has already been determined.
Then tell us our teams already!
Now, now. I'm about to do so.
I will begin with the Country of Day team.
Please, let me be with Akiyama-san! Let me be with Akiyama-san!
The Country of Day team will consist of...
all nine people here!
Yay! I'm with you, Akiyama-san!
W-Wait a minute!
If we're all the Country of Day team,
then who's the Country of Night?!
Step out and meet them.
These nine people make up the Country of Night.
They will be your opponents in this game.
Well, then...
In one hour, the Liar Game's third round, the Contraband Game, shall begin!
Wh-Who are you?
I do beg your pardon.
I will be serving as this game's dealer alongside Leronira.
My name is Nearco.
I urge you all to work together and seek victory!
Let us meet again in an hour.
Those Country of Night guys looked pretty tough.
I can't believe we're going up against people like that.
When I first heard Nao-chan's "surefire win" pitch,
I really thought we'd be able to take on the world...
How are the Country of Day players?
They are deceptively capable.
Fukunaga here is exceptionally smart and physically strong,
and most importantly, ruthless.
Ruthless! How delightful.
But there is someone who exceeds even Fukunaga in brains...
This man, Akiyama.
But they are not the ones who have most caught my attention.
That would be this girl, Nao Kanzaki.
I have heard the rumors.
But she doesn't seem particularly cunning to me.
She's not cunning in the slightest.
She's as stupid as they come,
and of a very different nature from the rest of the players.
But her differences will, at times,
afford her unexpected strength.
I see.
However...
Your team is surely insurmountable.
Given its formidable linchpin, Yokoya.
Yokoya, you say?
Yokoya is indeed someone to be feared.
Next Time
Yokoya