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Lucius Books
144 MicklegateYorkYO1 6JXUnited Kingdom
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+44 1904 640111James Hallgate
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Description

First edition, first printing. Publisher's original light blue paper covered boards with silver titles to the dark blue cloth spine, in the John Harris illustrated dustwrapper. A fine copy, the binding square and tight, the boards bright and fresh. The contents are clean throughout and without inscriptions or stamps. Complete with the very near fine lightly rubbed and creased dustwrapper that is without fading, loss or tears. Not price-clipped ($13.95 to the upper front flap). Winner of the 1985 Nebula and 1986 Hugo Awards. The basis for film and video game adaptations. When the sequel 'Speaker of the Dead' also won the 1986 Nebula and 1987 Hugo Award, it made Orson Scott Card the only author to date, to have won consecutive Nebula and Hugos. Further details and images for any of the items listed are available on request. Lucius Books welcomes direct contact with our customers.

About Ender's Game

"Ender's Game" is a science fiction novel by Orson Scott Card, set in a future where Earth is under threat from an alien species called the Formics (also known as the Buggers). The story primarily revolves around Andrew "Ender" Wiggin, a highly intelligent and strategically brilliant young boy. Ender is selected for training at Battle School, a rigorous military academy in space, due to his exceptional intellect and potential for becoming a brilliant military commander. The school is tasked with preparing young cadets to defend Earth against the impending Formic invasion. At Battle School, Ender faces numerous challenges. He struggles with isolation and intense pressure from his instructors, who manipulate him and push him to his limits in simulated battles known as the Battle Room. Despite his isolation, Ender displays remarkable leadership skills and strategic genius, quickly rising through the ranks and gaining the respect of his peers. Ender forms close relationships with a few select individuals, including Petra Arkanian and Bean, who become crucial allies in his journey. He endures both physical and psychological training, all the while questioning the morality of his actions and the ethics of war. As Ender progresses through Battle School, he becomes increasingly adept at the simulation games. His victories are celebrated, but he also faces internal turmoil, struggling with guilt over the consequences of his actions and the ruthlessness he must display to win. Eventually, Ender is promoted to Command School, where he undergoes final training. Unbeknownst to him, the "simulations" are, in fact, real battles using a fleet of starships. Ender believes he is still engaging in simulations to defeat the Formics' homeworld, only to realize later that he has unwittingly committed xenocide against the Formics. After the final battle, Ender discovers the truth and the weight of his actions. He grapples with guilt and remorse for annihilating an entire species, thinking he was merely participating in a simulation. The novel's conclusion sees Ender seeking redemption by promising to find a new home for the remaining Formic queen, hoping to atone for the unintended consequences of his victory. "Ender's Game" explores themes of leadership, morality, the psychology of warfare, and the moral ambiguity of conflict. It remains a thought-provoking tale that challenges perceptions of heroism and the human cost of victory, emphasizing the emotional and psychological toll of warfare on a young, gifted individual manipulated by those in power.