Chapter summaries Amari and the Great Game B.B. Alston

Chapter 4 Summary: Amari and the Great Game

⚠️ Spoiler Warning: This guide contains detailed spoilers for the entire novel. Proceed only if you've finished reading or are comfortable knowing the plot.

Summary

After a storm knocks out power to much of Atlanta, Amari and her classmates return to Whitman Prep. Amari learns she has been uninvited from the Bureau’s summer camp and denied access to the Othernet, cutting her off from the supernatural world. Worried about her brother Quinton and unable to contact Maria Van Helsing, she takes the bus home. On the bus, an orc recognizes her and becomes afraid. At the Rosewood housing projects, she sees her friend Jayden, whom she nominated for a Bureau tryout, but she will not be there to help him. Noticing that the usually watchful Mrs. Walters is missing from her window, Amari checks on her and discovers three identical witch sisters—all calling themselves Mrs. Walters—packing to leave. They are wanted criminals fleeing Deputy Minister Bane. Amari is drawn into a game of Witch’s Spades with enchanted cards. During the game, the witches reveal that Prime Minister Merlin has not been heard from since the time freeze, and Deputy Minister Bane, a wraith who blames magicians for his curse, may be seizing control. Amari’s magic protects her from the card’s electricity, and the witches part with a warning about the danger Bane poses.

Key Events

  • Amari is officially uninvited from the Bureau’s summer camp and loses access to the Othernet.
  • She attempts to contact Maria Van Helsing, but the system refuses the connection.
  • Amari takes the bus home and encounters an orc who is frightened of her after recognizing her as a magician.
  • She arrives at the Rosewood projects, feels guilty about not being able to help Jayden during his Bureau tryout.
  • Amari discovers that Mrs. Walters is actually three identical witches who are leaving town because they are wanted criminals.
  • She is invited into a game of Witch’s Spades, where enchanted cards cause pranks and dangers.
  • The witches discuss the absence of Prime Minister Merlin and the rise of Deputy Minister Bane, a wraith with a grudge against magicians.
  • Amari plays a danger card and is unharmed by the electricity, surprising the witches.
  • The witches flee after a car honk signals their ride; Amari learns more about the brewing conflict.

Character Development

  • Amari: She feels increasingly isolated from both the mundane and supernatural worlds. Her worry for Quinton and her guilt over Jayden show her protective nature. She takes risks (entering Mrs. Walters’s apartment, joining the card game) to seek information, demonstrating her proactive side.
  • The Witches (Three Mrs. Walters): They are revealed as a coven of wanted criminals who broke with the Sisterhood to join the Night Brothers. Their fear of Bane and willingness to share information with Amari, despite her being a Bureau associate, shows they are pragmatic and distrustful of authority.
  • Jayden: Mentioned only briefly, but his excitement about the tryout contrasts with Amari’s regret, highlighting her sense of responsibility.
  • Bane: Introduced through exposition but not present. The witches characterize him as a vengeful wraith and the likely new power in the supernatural government.

Themes, Symbols, or Motifs

  • Isolation and Belonging: Amari is cut off from the Bureau and the Othernet, mirroring her fear of being excluded from the supernatural world entirely. This motif of exile recurs.
  • Mistrust and Stereotypes: The orc on the bus fears Amari because she is a magician, reversing the usual prejudice. The chapter explores how fear mislabels individuals.
  • Hidden Identities and Secrets: The three witches share one human identity (Mrs. Walters) and keep their criminal past hidden. The enchanted cards symbolize the unseen dangers in the supernatural world.
  • Power Dynamics: The witches’ fear of Bane illustrates how a single vengeful being can destabilize an entire community. Amari’s immunity to the card’s electricity hints at her growing, uncontrolled power.

Why This Chapter Matters

Chapter 4 expands the political conflict beyond the Bureau. The time freeze is not just a magician problem—it is part of a power grab by Deputy Minister Bane, a wraith who hates magicians. The disappearance of Prime Minister Merlin raises the stakes for the entire supernatural world. Amari’s loss of Othernet access and camp invitation deepens her personal struggle, making her an outsider even among allies. The witches’ departure signals that even seasoned supernatural beings are fleeing, which foreshadows greater danger. This chapter also builds Amari’s emotional arc: she must navigate guilt, fear, and the weight of others’ expectations while her powers remain uncontrollable.

Study Questions and Answers

  1. Why can’t Amari contact Maria Van Helsing?
    Amari’s Othernet access has been denied after she was uninvited from the Bureau’s summer camp. The system blocks all attempts to connect to Maria or any supernatural network.

  2. What do the witches reveal about Deputy Minister Bane?
    The witches explain that Bane is a wraith, cursed by the Night Brothers during the Ancient War. As captain of the cursed squadron, he has harbored a centuries-long grudge against magicians. With Merlin missing, Bane is taking control of the supernatural government, and the witches are fleeing because they previously allied with the Night Brothers.

  3. How does Amari’s magic manifest differently during the Witch’s Spades game?
    When Amari plays the Ace of Dangers, electricity shoots across the table, shocking the other witches. However, the sparks skip harmlessly over Amari’s fingers, showing that her lightning-based magic grants her immunity to the card’s effect. The witches note that such power is rare and that Amari does not yet know the full extent of her abilities.

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