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53 pages 1 hour read

B. B. Alston

Amari And The Great Game

Fiction | Novel | Middle Grade | Published in 2022

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Chapters 1-8Chapter Summaries & Analyses

Chapter 1 Summary

The story opens with Amari Peters, a 13-year-old girl who lives in Atlanta, Georgia, running to meet her best friend Elsie Rodriguez before school. Elsie has also invited Julia and Bear, two other students from their school who work at the Bureau of Supernatural Affairs. Before Bear arrives, Elsie excitedly shows Amari some articles about her latest exploits. Amari recently defeated an evil magician and has tried to change the supernatural community’s long-standing animosity toward magicians. Indeed, magicians have been hated and feared for centuries because two of them, Vladimir and Moreau (also known as the Night Brothers), committed horrible crimes during the Ancient Wars.

Once the friends are gathered, Elsie announces that she bought each of them fortune cookies to celebrate the end of the school year and the beginning of summer camp. The cookies are enchanted to reveal real answers to a single question. When Amari asks a different question—whether there is anything important she should know—the cookie warns her against “unseen dangers” (14).

Chapter 2 Summary

Amari and Elsie then prepare to go on their last-day-of-school field trip to the Georgia Aquarium. Elsie tries to reassure a worried Amari, but the latter still has an ominous feeling. A little later, Mr. Ames, their teacher, comes over to congratulate Elsie on being admitted into Oxford University’s program for gifted children. Elsie is elated and, while Amari is happy for her best friend, she is also disappointed that they will be separated the following year. Their conversation is interrupted when the bus is suddenly shaken by a strange storm outside. Everything then goes still for a few minutes, with everyone except Amari being frozen in place.

Chapter 3 Summary

Things quickly go back to normal, but no one remembers being briefly petrified. Amari and Elsie receive a red alert text from the Bureau explaining that a massive time freeze has just occurred over most of Georgia, a feat of magic so powerful that it seems impossible. They watch as the head of the Department of Supernatural Investigations, Director Van Helsing, gives a live interview explaining that the magical attack will not go unanswered. Soon after, Amari receives an email informing her that she has been uninvited from the Bureau of Supernatural Affairs’ summer camp.

Chapter 4 Summary

Since the storm has cut power in downtown Atlanta, the class goes back to school. Amari is desperate to go to the summer camp to see her brother Quinton, who has been cursed with a sleeping spell. She decides to talk to Maria Van Helsing, the only other magician she knows, but she has been locked out of the othernet, the hidden network used by the Bureau.

Later that day, Amari is walking home when she notices that her neighbor, Mrs. Walters, is not sitting at her window as usual. Mrs. Walters is, in fact, not one woman but four witches who disguise themselves as a single, nosy old lady. Amari knocks on their door in the hope that they might know something helpful. The witches invite Amari to a game of spades, which the young girl accepts, thinking she may be able to get information while they play. During the game, some of the enchanted cards pull pranks on the players when they lose a hand. The Ace of Dangers, for instance, causes electric shocks, which hurt the witches but unexpectedly do not harm Amari. The young girl learns that the witches are going into hiding because Deputy Minister Bane has taken over as acting Prime Minister. The current Prime Minister is Merlin, a centuries-old elf, but his absence in the aftermath of the time freeze suggests that he is incapacitated. Bane, on the other hand, is a wraith who has a long-standing feud with witches and magicians.

Chapter 5 Summary

Amari gets back home, where she meets Elsie for a sleepover. A new message from the Bureau shows them a press conference led by Bane. He informs supernatural citizens that the Supernatural World Congress, where Merlin and other supernatural leaders were working, is still inexplicably frozen in time. Bane then appoints himself Prime Minister and sets out to weed out all “UnWanteds,” meaning magicians and people or creatures associated with them.

Chapter 6 Summary

Amari and Elsie are angry that centuries-old prejudices against magicians are causing Amari to be ostracized from the supernatural community. Amari is set on clearing her name by uncovering the cause of the time freeze. She and Elsie realize that a single magician could not be responsible for the incident, so Amari tells her friend about the League of Magicians, which she encountered in Amari and the Night Brothers. They are a secret organization who have passed down Vladimir’s magic through generations. Amari and Dylan, whom she defeated the previous year, are the only people to have been born with magic since Vladimir and Moreau. Amari uses a card given to her by Cozmo, the League’s steward, to contact the League. The card teleports her into Cozmo’s mansion at the bottom of Loch Ness.

Cozmo welcomes Amari, but he seems frazzled by the recent events. He assures her that no magician from the League is responsible for the time freeze, then urges Amari to accept Vladimir’s crown. As a magician by birth, Amari is set to inherit Vladimir’s full power and authority over the League if she accepts his crown. Amari is overwhelmed by the responsibility and afraid that accepting it may cause a war between magicians and other supernaturals, so she asks Cozmo for some time.

Chapter 7 Summary

The next day, Amari’s friend Jayden visits her just before the camp starts. He is very excited about spending the summer learning about the supernatural world. After Amari’s mother drives Jayden to summer camp, the young girl receives a text from Elsie, who has been working on reversing her friend’s punishment. Indeed, Elsie teamed up with Lara Van Helsing to raise awareness of Amari’s and Maria’s situations. As a result, the Bureau authorities lifted her banishment and Amari is elated to be allowed back at camp.

Chapter 8 Summary

Elsie takes Amari to the zoo, where a secret entrance leads them to the Tube, a transportation system for supernatural creatures. The crowd there cowers in fear when they realize who Amari is, which makes the young girl feel awful. After they get to the camp, Amari and Elsie immediately set out to see Quinton, Amari’s brother. However, they are taken to Elaine Harlowe, the new Director of the Department of Half Truths and Full Cover-Ups, an oddly friendly faun who ambushes Amari into a press conference. She does not let Amari answer any questions and instead reassures the media that Amari being uninvited from camp was simply a misunderstanding. After introducing herself, she takes Amari to her brother, who is still under a curse of eternal sleep. There, Amari is greeted by her friends Agents Magnus and Fiona and Maria Van Helsing, who give her a new Junior Agent jacket to celebrate her admission into the Department of Supernatural Investigations.

Chapters 1-8 Analysis

The first chapter of Amari and the Great Game introduces the novel’s protagonist, narration, and tone, as well as some of its thematic elements. Amari’s narrative voice is characterized as dynamic and clever, and Amari immediately emphasizes the importance of her relationships with her family and friends: “[B]eing best friends means showing up for each other no matter what—even if that requires blowing my perfect attendance record” (2). The story picks up a year after the events of Amari and the Night Brothers, in which Amari was introduced to the supernatural world and gained some amount of confidence, although she has yet to embrace her full potential as a magician. This illustrates her character growth since the beginning of the Supernatural Investigations series, but it sets up new challenges for her current character arc.

Chapter 1 also exemplifies the series’ typical worldbuilding as Amari enters a secret coffee shop for supernatural beings: “Marco’s Fine Desserts [has] got the best magical treats in Atlanta. Midas Milkshakes that stain your teeth bright gold, Stardusted Scones to give your skin a faint glow, and even the World’s Best Bad Coffee, which tastes so awful it shocks you into perfect wide-awakeness” (6). As an example of fabulism, B. B. Alston’s narrative introduces magical elements into a realistic contemporary world: Amari lives in an Atlanta public housing project, refers to real-life landmarks, and goes to a public school. The supernatural side of that world is separated from the human world, and Amari can navigate between the two, but many features of the supernatural world have parallels in the real world: Amari faces racism as a Black girl in the human world, for example, while she faces discrimination and stereotyping as a magician in the supernatural world. These parallels suggest, early in the narrative, that The Fight For Social Justice unfolds in both worlds. More background information is introduced in the first chapter, which both recaps major events from the first book and further develops the supernatural setting of the story. Significantly, the enchanted fortune cookies provide ominous foreshadowing that builds suspense and narrative tension. Amari’s fortune, “Beware of unseen dangers” (14), eventually leads to the book’s main plot twist.

The time freeze that occurs during Amari and Elsie’s school trip then triggers the events of Amari and the Great Game. It leads to the first obstacle to Amari’s journey when she gets uninvited from camp, and therefore introduces the theme of Finding Identity and Belonging Through Adversity. Amari’s character arc follows patterns typical of the coming-of-age story, or bildungsroman, and her coming of age requires her to build resilience and a positive self-image in order to combat the negative stereotypes imposed on her by others. Amari is only able to return to camp thanks to her friends’ intervention, which underlines the importance of friendship and community in the novel.

One of the novel’s central antagonists, Harlowe, is introduced in this section, although she does not immediately appear antagonistic. Harlowe’s demeanor seems friendly, but her intentions are unclear, and Amari distrusts her manipulative tendencies. Harlowe’s statement about her work perfectly summarizes her character and hints at her deceitful nature: “The first thing to know about [the] department [of Half Truths and Full Cover-Ups] is that we never let the truth get in the way of a good story” (87). This ambiguity creates mystery around her character and therefore emphasizes the importance of Amari’s investigation.

This first section introduces the League of Magicians, a hidden faction of the supernatural world. Once again, Amari is one of a select few who are able to navigate between the magicians and the rest of the supernatural beings, which hints at her upcoming role as a leader working toward peace. Cozmo’s worried demeanor highlights the urgency of the situation as tension rises between the different groups. Vladimir’s Crown is introduced as a symbol of power that can lead either to unity or to conflict. It also sets up Amari’s moral dilemma, as magic itself is imbued with a symbolic morality—magicians are either fair, meaning that they practice magic for the good of others, or foul, meaning that their magic is selfish and driven by uncontrolled emotions such as greed and rage. Since most people in the supernatural world already expect that all magicians are foul magicians, Amari’s struggle to remain on the fair side is complicated by the misperceptions of those around her. She struggles to accept the responsibility that comes with her innate power, and she learns that avoiding foul magic is easier said than done. At this point in the story, Amari still doubts her ability to control her magic without harming anyone, which suggests that her magic represents her responsibility toward others. Indeed, the narrative later explores how Amari’s relationships shape her understanding of community and leadership just as much as her own abilities.

In short, the first section of the novel provides background information and uses foreshadowing to establish the novel’s main narrative stakes. Amari’s relationships with Elsie and with her family are framed as crucial to her character arc, while her struggle to embrace her powers symbolizes her self-doubt. The division between the supernatural world and the League of Magicians foreshadows the upcoming conflict between the two groups, building suspense. This duality is reinforced by the parallel plot lines of Amari’s investigation at the Bureau and her participation in the Great Game.

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