The Friend in the Game · ages about 9–12
By Edward Allen Hall
The same sequence, faster and invisible, through a game — and that you were never responsible for working out who they were.
The signal: He rates his own window at four, and then asks himself Rosie's other question, and answers rock.
The pressure: Somebody who asked him questions and remembered the answers, which almost nobody else in his life had time to do.
Adds to the list: 9. THE GAME RULE. Friends in the game stay in the game. Your school, your street, your face, your window, your schedule and your mom live outside it. Anybody who needs those to keep being your friend was never playing. — and underneath, "You only have to notice what they keep asking for."
Why here: It is told by WES — the boy who says nothing in Book Three — and it is fourth because it needs the reader to already know the sequence, so the only new thing is the speed and the invisibility. It remembers Book One's five questions by name: "One of them is five questions you're supposed to ask when somebody gives you something you didn't expect".
picks up rule eight, and Rosie's pen
hands on rule nine — the game rule