44 pages 1 hour read

Mary Downing Hahn

Time for Andrew: A Ghost Story

Fiction | Novel | Middle Grade | Published in 1994

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Symbols & Motifs

Marbles

The marbles in this novel connect Drew and Andrew both literally and symbolically. They are the primary point of contact between the boys, supernaturally connecting their timeline and reflecting who has control over the situation. When Drew finds the marbles and removes them, he conjures Andrew and establishes the wormhole of sorts between their two times. When Andrew sets up the gentleman’s agreement whereby Drew can’t return until he beats Andrew at a game of ringer, Andrew wins control over Drew.

The marble game itself mimics the inner turmoil Drew feels as his identity competes with Andrew’s. Each boy shoots marbles into a center area, colliding with the existing marbles, knocking some of them out of the ring. As Drew absorbs and rejects various elements of Andrews identity as he lives during his time, he experiences a kind of instability to his own identity, reshuffling who he is like the marbles reshuffle in a game of ringer.

Drew must slowly develop his marble abilities, building his physical skill, strategic thinking, and composure under pressure. All of these skills parallel his emotional journey as he must grow more confident and self-possessed in order to face blurred text
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