Amari and the Great Game: Full Book Guide
⚠️ Spoiler Warning: This guide contains detailed spoilers for the entire novel. Proceed only if you've finished reading or are comfortable knowing the plot.
Quick Facts
| Detail | Info |
|---|---|
| Series | Amari (Book 2) |
| Author | B.B. Alston |
| Published | 2022 |
| Genre | Middle Grade Fantasy |
| Setting | Bureau of Supernatural Affairs, Atlanta, and magical realms |
| Narrator | Third-person limited (Amari Peters) |
Short Summary
Amari Peters, now a famous young magician, returns to the Bureau of Supernatural Affairs to train as a junior agent. A mysterious time freeze traps the Supernatural World Congress, and Prime Minister Bane blames magicians, seizing power. To save her brother Quinton from a deadly curse and prevent a war, Amari enters the Great Game—a magical contest against her former friend Dylan Van Helsing. The winner gains the Crown of Vladimir and the loser’s magic. Amari faces five deadly challenges while investigating the time freeze, uncovering a conspiracy involving Director Harlowe and a stolen enchanted stone. With help from friends Elsie, Lara, and Jayden, she exposes Bane’s treachery and unfreezes the Congress. In the final battle, Amari resists foul magick and uses the Dreamcatcher spell to remove Dylan’s traumatic memories, briefly restoring his goodness. Dylan lifts Quinton’s curse, but Amari loses her magic. Nevertheless, she chooses to keep fighting alongside her loyal friends.
Full Summary
The Return to the Bureau
At the start of summer, Amari receives a magical fortune cookie warning her to “beware of unseen dangers.” Soon after, a massive time freeze traps everyone on her school bus except Amari and Elsie. Prime Minister Bane blames magicians for the freeze, declares himself leader, and bans Amari from Bureau summer camp. Amari and Elsie decide to solve the mystery to clear magicians’ names.
Amari reconnects with the League of Magicians, whose steward Cozmo offers her the Crown of Vladimir—a source of immense power. She initially refuses, asking for time to end the freeze. Meanwhile, Director Harlowe of the Department of Half Truths and Full Cover-Ups reinstates Amari as a junior agent after a viral campaign, but secretly plots against her.
The Great Game Begins
Dylan Van Helsing escapes the Sightless Depths, strengthening the curse on Quinton. Cozmo, intending to offer the Crown to Dylan, forces Amari to accept the Great Game instead. Both pledge their magic to two golden Game Rings. The winner gains five Victor’s Rings, the Crown, and the loser’s magic; the loser may die.
Amari struggles to keep the Game secret due to a magical vow. She trains in weather magic under Maria Van Helsing, but Harlowe arrests Maria for teaching her. To protect Maria, Amari publicly pretends to cooperate with Bane, earning a “Dangerous” badge and isolation.
The Five Challenges
- Whispering Canyon: Amari must cross a canyon with her eyes closed. The Whispering Winds trick her using Dylan’s voice; she opens her eyes and falls, losing the first ring.
- Living Library of Alexandria: Amari retrieves a Victor’s Ring by choosing courage over diamond, but Dylan steals it using shadow magic.
- Mirror Room of Illusions: Amari resists an illusion of her perfect family and claims the ring. She then rescues Dylan from a Living Nightmare.
- Underwater Kraken Train: Trapped with Dylan, the Kraken attacks. Dylan forfeits in terror; Amari takes the ring.
- Final Confrontation: The Game ends early because of Harlowe’s attack on the League. Cozmo commands one magician to steal the other’s magic.
Investigating the Time Freeze
While the Game progresses, Amari, Elsie, Jayden, and Lara investigate the freeze. They discover that a Night Brother used an enchanted stone during the Ancient War to freeze time. Dylan had previously stolen the memory of that event from ghost Thomas Fletcher using a Dreamcatcher spell. The team deduces that the stone is in the Congress Room. Amari enters the frozen room, touches the stone, and briefly unfreezes time. She sees invisible wraiths attacking Merlin, proving Bane is the traitor.
Harlowe then reveals she is the true mastermind, using mind control to manipulate Bane and agents. She captures Amari and Elsie, but Amari’s Game Ring transports them to the final challenge.
The Ending
In a starry field, Cozmo demands a winner. Amari nearly loses herself to foul magick—almost unleashing the Calamity of the Skies—but Elsie stops her. Amari uses Dreamcatcher on Dylan, removing his traumatic memories and restoring his kind self momentarily. Cozmo dispels the effect, and Dylan takes Amari’s Victor’s Rings and magic. He attacks, but Elsie unexpectedly transforms into a dragon and drives him away. Cozmo removes the Game Ring and sends Amari home.
Amari returns to find Quinton cured—Dylan lifted the curse before leaving. Despite losing her magic, Amari decides to continue fighting alongside her friends against Harlowe and the coming war.
Main Characters
- Amari Peters – The young magician protagonist. She enters the Great Game to save her brother and clear magicians’ names.
- Elsie Rodriguez – Amari’s best friend, a weredragon-in-training. She secretly transforms into a dragon to rescue Amari.
- Lara Van Helsing – Initially a spy for her father, later a trusted ally who helps Amari investigate the time freeze.
- Jayden – Amari’s friend from Rosewood. He tames a shade named Shadow and joins the investigation.
- Dylan Van Helsing – A powerful magician and Amari’s rival in the Great Game. He lifts Quinton’s curse after his traumatic memories are removed.
- Maria Van Helsing – Former Bureau agent who trains Amari in weather magic. She is framed by Harlowe.
Themes
- Prejudice and Discrimination – Magicians and UnWanteds face systemic hatred from Bane and the Bureau.
- Friendship and Loyalty – Amari’s bonds with Elsie, Jayden, and Lara are tested but prove essential.
- Power and Responsibility – The Crown of Vladimir and Victor’s Rings represent the temptation of unchecked power.
- Identity and Belonging – Amari struggles with her identity as a magician and an UnWanted.
- Truth and Deception – Bane and Harlowe spread lies to hide the time freeze conspirators.
Symbols
- Crown of Vladimir – The prize of the Great Game; represents the temptation of absolute authority.
- Victor’s Rings – Five rings collected in the challenges; the winner gains control over the opponent’s magic.
- Time Freeze Stone – An enchanted object used to freeze the Congress; symbolizes hidden history and manipulation.
- Fortune Cookies – Magical cookies that give cryptic warnings; “Beware of unseen dangers” foreshadows the time freeze.
Ending Overview
Amari loses the Great Game when Dylan takes her magic, but Elsie’s dragon transformation saves them. Cozmo ends the Game, and Amari returns to the human world. Dylan secretly lifts Quinton’s curse before disappearing. Amari, now powerless, chooses to continue fighting alongside Elsie and Jayden against Harlowe’s war. The story ends on a note of resilience and friendship, leaving the conflict unresolved for the next book. For a deeper analysis, see our ending explained page.
Chapter-by-Chapter Table
Chapter 37 is the publisher colophon and contains no story events.
Common Questions and Answers
1. Why does Amari enter the Great Game?
She enters to stop Dylan from getting the Crown of Vladimir and to gain enough magic to break Quinton’s curse.
2. What causes the time freeze?
An enchanted stone from the Ancient War, stolen by a Night Brother. Director Harlowe later manipulates events to keep the freeze going.
3. Who is the real villain?
Director Elaine Harlowe is the primary antagonist; she uses mind control to manipulate Bane and aims to expose the League of Magicians.
4. Does Amari win the Great Game?
No. Dylan takes all five Victor’s Rings and her magic, but he lifts Quinton’s curse before fleeing.
5. What is the Dreamcatcher spell?
A foul magick spell that steals or removes memories. Amari uses it on Dylan to erase his traumatic experiences from the Sightless Depths.
6. How does Elsie save Amari?
She transforms into a dragon for the first time, driving Dylan away and protecting Amari from his attack.
7. Does Quinton survive?
Yes. Dylan secretly removes the curse, allowing Quinton to wake and walk again.
8. Does Amari get her magic back?
At the end of the book, Amari has lost her magic. She resolves to fight on anyway, but the story implies her powers may return later.
Dive Deeper
- Study Questions and Answers – Test your understanding.
- Quiz – Ready for a challenge?
- Essay Prompts – Write about themes, characters, and symbols.
- Ending Explained – Detailed analysis of the final chapters.