68 pages • 2 hours read
John David AndersonA modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more. For select classroom titles, we also provide Teaching Guides with discussion and quiz questions to prompt student engagement.
Eric, Deedee, and Wolf go to a football game to support Bench. The BMS team is losing for most of the game until they manage a few outlandish plays that even the score. Bench gets put in last minute and makes an amazing catch, leading the team to victory. Though Eric, Deedee, and Wolf are excited for their friend, they don’t find the win particularly important. Eric gets into his mother’s car, feeling nervous. Wolf thinks that something strange is starting, and Eric doesn’t like it “because things like this didn’t happen to guys like us” (181).
The boys meet at Wolf’s house to play D&D on Saturday; Bench is absent as he’s celebrating the winning catch with his family. Before the group starts playing, Rose arrives—Wolf invited her without telling the others. Deedee argues that Rose can’t play because her character won’t be at a high enough level. Wolf counters that they can alter the numbers to make it work, and Rose stays.
Rose decides to be a gnome ninja who casts spells. Deedee refutes this, citing the game’s rules. Rose takes his hand, silencing him, and explains she can be whatever she wants because he’s the Dungeon Master and they “don’t always have to play by the rules” (195). No one argues, and Rose creates her character.
The group encounters a horde of zombies in a crypt, a losing battle. Rose rolls a string of high attack numbers in a row, destroying the zombies and leading the group through the rest of the campaign to defeat the final boss and claim their treasure. Afterward, they watch TV, with Eric describing the affair as “a pretty much perfect night” (199).
Upon returning home, Eric realizes everything went well despite Bench’s absence. Eric calls Bench’s cell phone to ask how dinner went, but it goes to voicemail. He ultimately calls the house line. Bench’s mother answers and tells Eric that her son went out to dinner with his teammates. Eric tells her Bench doesn’t need to call back and hangs up.
These chapters comprise several turning points. Bench’s catch in Chapter 11 is a catalyst; winning the game and being acknowledged by his teammates gives Bench the push he needs to distance himself from the group, something he later admits he has wanted to do for a long time. Bench skipping D&D is the first step in removing himself from the group, and Rose replaces him with little trouble, foreshadowing the final composition of the friend group at the end of the novel. Like in real life, Rose is a defender, the picture of confidence during the game. She protects the group from enemies and is willing to think outside the box. She also helps boost her friends’ confidence, insisting that they don’t need to play by anyone else’s rules. Her success causes the boys to look at her in a new light, much like Bench’s teammates saw him differently after the catch. As their friendship grows, it becomes even clearer that Similarities and Differences Are Illusions.
Eric also changes in this section. Following the football team’s victory, he realizes he and the other boys didn’t much care about the game in the first place, separating them from Bench. This realization foreshadows Bench’s change in interests and priorities. When he lies about going to dinner with his family when he is really hanging out with his teammates, it alerts Eric that things are different. Until then, he believed Rose was a temporary fixture and that Bench would return when she found another group. However, Bench’s lie solidifies that he’s not coming back. While it might be a relatively harmless lie, it shows that Words Can’t Be Taken Back, and the lie is the first step in Bench leaving the friend group behind.
By John David Anderson