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Content Warning: This section of the guide includes discussion of child death, physical abuse, emotional abuse, and mental illness.
In the spring of 2017, Maxine drives her teenage daughter, Crimson, home from dance class in Minnesota. Crimson explains that her classmates are playing “Assassin,” a city-wide, non-school-sanctioned game involving Nerf guns and spoons. While stuck in traffic, they watch a girl playing the game “kill” two boys on a track team with large wooden spoons. When one of the “killed” boys chases her, the girl escapes by throwing her spoons into the nearby lake and swimming out into the dangerously cold water.
Maxine stops her car and wades in to help. With other bystanders, she brings the girl, named Ella, from the water and warms her in the car. An ambulance crew checks on Ella, but she refuses hospitalization, so Maxine agrees to drive her home. On the way, Maxine stops for pizza with the two girls. At the restaurant, Crimson explains that playing “Assassin” is a way for students to process their constant fear of school shootings and active shooter drills.
When they arrive at Ella’s house, they find that other players are staking it out to ambush her. Ella’s teammate, a boy named Henry, gets into Maxine’s car for cover. Crimson then pulls out her own hidden Nerf gun to join them. The three teenagers plan a counter-ambush and leave the car to rejoin the game. Maxine is left alone, listening to the sounds of their shouts and laughter, and observes the absence of any other adults.
The game of “Assassin” first appears as a high-stakes game of life-or-death risk when Ella throws herself into a dangerously cold lake. Maxine’s immediate intervention is instinctive and rooted in adult experience; she recalls her own high school classmates who “perished” in a similar incident and wades into the freezing water without hesitation. Her panicked, protective response collides with the teenagers’ own logic. For them, Ella’s near-drowning is a strategic victory, a successful evasion that keeps her in the game. When the shivering girl asks, “Am I dead?” Crimson reassures her of her status within the game’s narrative: “You’re alive, still in the game” (122). This exchange establishes the chapter’s central conflict: a deep disconnect between the adult world’s definition of safety and the internal reality the teenagers have constructed. The participants subordinate physical self-preservation to the symbolic goal of survival within the game, suggesting that its purpose is far more significant than mere entertainment.
The conversations between Maxine and Crimson in the car and at the pizza restaurant map a distinct generational divide, defined by the nature of the threats each has faced. Crimson questions her mother about the Vietnam draft, positioning Maxine as a “historical reference” from a past era. For Maxine’s generation, the defining existential threat was institutional and, in some ways, abstract. For Crimson’s generation, the threat is internal, random, and has breached the most secure spaces of community life, like schools. Maxine’s memories of her past feel distant and nostalgic, while her daughter’s present is shaped by an ambient, daily fear. This experiential chasm is highlighted when Maxine reflects on naming her daughter Crimson after a song from her youth, a name that now feels like the mark of a “parent of a certain era” (121). She can provide historical context, but she cannot fully inhabit the psychological landscape of a daughter who has grown up with the constant possibility of violence.
This generational gap snaps into focus when Crimson explicitly connects the “Assassin” game to the pervasive anxiety of school shootings. This reframes the entire narrative around the game as a grimly purposeful coping mechanism. The game allows the teenagers to transform their passive fear of normalized violence into a rehearsal. They simulate the violence on their own terms, seizing a measure of agency over a threat that is otherwise entirely out of their control. Maxine’s stunned reaction, the way she “froze” and “couldn’t look at them” (125), shows her sudden, painful understanding of the unbreachable difference between her experience and theirs.
The tools and tactics of the game serve as powerful emblems of how the vocabulary of violence has infiltrated adolescent life. The chosen weapons are objects drawn from the realms of childhood play and domesticity. This juxtaposition of the harmless and the lethal illustrates the penetration of a militarized consciousness into the safest spaces of youth. The players adopt the language and strategy of actual combat, planning an ambush where they will “use the cars for cover” and “come in from behind” (127). The sight of a boy “crouched like a soldier in the jungle” outside a suburban home emphasizes this surreal blending of worlds (126). By channeling their anxieties into a formal contest, the students create a predictable scenario where outcomes depend on strategy. This ritualization of fear becomes a sophisticated method for processing trauma, translating an overwhelming external threat into something manageable.
Ultimately, Maxine’s role shifts from that of an active rescuer to a marginalized observer, reinforcing the limits of parental protection in the face of this specific generational crisis. She begins by physically saving Ella from the lake, then provides warmth, clothing, and food, fulfilling the essential duties of a caregiver. However, this support system has its limits. Once the teenagers are fed and warm, they plunge back into their self-contained world, leaving Maxine alone in her car. Her final observation, “There were no adults around, here or anywhere” (127), is a recognition of her own irrelevance to the central drama of their lives. In the world of the game and, by extension, the world of the fear that created it, adults are merely logistical support. They can drive the car and buy the pizza, but they cannot enter the psychological arena where their children are learning to survive. Maxine’s isolation in the final moments confirms that the next generation has been forced to create its own protocols for confronting a danger their parents cannot fully comprehend or mitigate.



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