Enders game the three ed.., p.37
Ender's Game: The Three Editions,
p.37
He reached into the cavity and took out the cocoon. It was astonishingly light, to hold all the hope and future of a great race within it.
“I’ll carry you,” said Ender, “I’ll go from world to world until I find a time and a place where you can come awake in safety. And I’ll tell your story to my people, so that perhaps in time they can forgive you, too. The way that you’ve forgiven me.”
He wrapped the queen’s cocoon in his jacket and carried her from the tower.
“What was in there?” asked Abra.
“The answer,” said Ender.
“To what?”
“My question.” And that was all he said of the matter; they searched for five more days and chose a site for the new colony far to the east and south of the tower.
Weeks later he came to Valentine and told her to read something he had written; she pulled the file he named from the ship’s computer, and read it.
It was written as if the hive-queen spoke, telling all that they had meant to do, and all that they had done. Here are our failures, and here is our greatness; we did not mean to hurt you, and we forgive you for our death. From their earliest awareness to the great wars that swept across their home world, Ender told the story quickly, as if it were an ancient memory. When he came to the tale of the great mother, the queen of all, who first learned to keep and teach the new queen instead of killing her or driving her away, then he lingered, telling how many times she had finally to destroy the child of her body, the new self that was not herself, until she bore one who understood her quest for harmony. This was a new thing in the world, two queens that loved and helped each other instead of battling, and together they were stronger than any other hive. They prospered; they had more daughters who joined them in peace; it was the beginning of wisdom.
If only we could have talked to you, the hive-queen said in Ender’s words. But since it could not be, we ask only this: that you remember us, not as enemies, but as tragic sisters, changed into a foul shape by Fate or God or Evolution. If we had kissed, it would have been the miracle to make us human in each other’s eyes. Instead we killed each other. But still we welcome you now as guestfriends. Come into our home, daughters of Earth; dwell in our tunnels, harvest our fields; what we cannot do, you are now our hands to do for us. Blossom, trees; ripen, fields; be warm for them, suns; be fertile for them, planets: they are our adopted daughters, and they have come home.
The book that Ender wrote was not long, but in it was all the good and all the evil that the hive-queen knew. And he signed it, not with his name, but with a title:
SPEAKER FOR THE DEAD
On Earth, the book was published quietly, and quietly it was passed from hand to hand, until it was hard to believe that anyone on Earth might not have read it. Most who read it found it interesting; some who read it refused to set it aside. They began to live by it as best they could, and when their loved ones died, a believer would arise beside the grave to be the Speaker for the Dead, and say what the dead one would have said, but with full candor, hiding no faults and pretending no virtues. Those who came to such services sometimes found them painful and disturbing, but there were many who decided that their life was worthwhile enough, despite their errors, that when they died a Speaker should tell the truth for them.
On Earth it remained a religion among many religions. But for those who traveled the great cave of space and lived their lives in the hive-queen’s tunnels and harvested the hive-queen’s fields, it was the only religion. There was no colony without its Speaker for the Dead.
No one knew and no one really wanted to know who was the original Speaker. Ender was not inclined to tell them.
When Valentine was twenty-five years old, she finished the last volume of her history of the bugger wars. She included at the end the complete text of Ender’s little book, but did not say that Ender wrote it.
By ansible she got an answer from the ancient Hegemon, Peter Wiggin, seventy-seven years old with a failing heart.
“I know who wrote it,” he said. “If he can speak for the buggers, surely he can speak for me.”
Back and forth across the ansible Ender and Peter spoke, with Peter pouring out the story of his days and years, his crimes and his kindnesses. And when he died, Ender wrote a second volume, again signed by the Speaker for the Dead. Together, his two books were called the Hive-Queen and the Hegemon, and they were holy writ.
“Come on,” he said to Valentine one day. “Let’s fly away and live forever.”
“We can’t,” she said. “There are miracles even relativity can’t pull off, Ender.”
“We have to go. I’m almost happy here.”
“So, stay.”
“I’ve lived too long with pain. I won’t know who I am without it.”
So they boarded a starship and went from world to world. Wherever they stopped, he was always Andrew Wiggin, itinerant speaker for the dead, and she was always Valentine, historian errant, writing down the stories of the living while Ender spoke the stories of the dead. And always Ender carried with him a dry white cocoon, looking for the world where the hive-queen could awaken and thrive in peace. He looked a long time.
1991 Revised Edition
1991 Revised Edition
Note
Original Cover
Copyright Page
Original Title Page
Dedication
Acknowledgments
Introduction
1: Third
2: Peter
3: Graff
4: Launch
5: Games
6: The Giant’s Drink
7: Salamander
8: Rat
9: Locke and Demosthenes
10: Dragon
11: Veni Vidi Vici
12: Bonzo
13: Valentine
14: Ender’s Teacher
15: Speaker for the Dead
RETURN TO MAIN CONTENTS
Originally published by TOR in August, 1991.
Awards:
1998 Locus Poll Award:
All-Time Best SF Novel before 1990 (Place: 9)
This is a work of fiction. All the characters and events portrayed in this book are fictitious, and any resemblance to real people or events is purely coincidental.
ENDER’S GAME
Copyright © 1977, 1985, 1991 by Orson Scott Card
Introduction copyright © 1991 by Orson Scott Card. First published in Phoenix Rising.
All rights reserved, including the right to reproduce this book, or portions thereof, in any form.
Cover art by Sam Weber
A Tor Book
Published by Tom Doherty Associates, LLC
49 West 24th Street
New York, NY 10010
www.tor-forge.com
Tor® is a registered trademark of Tom Doherty Associates, LLC.
Library of Congress Cataloging-in-Publication Data
Card, Orson Scott.
Ender’s Game / Orson Scott Card.
p. cm.
“A Tom Doherty Associates book.”
ISBN 978-0-312-93208-4
ISBN 0-312-93208-1 (hc)
I. Title.
[PS3553.A655E5 91-9908
813’ .54— CIP
For Geoffrey,
who makes me remember
how young and how old
children can be
ACKNOWLEDGMENTS
Portions of this book were recounted in my first published science fiction story, “Ender’s Game,” in the August 1977 Analog, edited by Ben Bova; his faith in me and this story are the foundation of my career.
Harriet McDougal of Tor is that rarest of editors—one who understands a story and can help the author make it exactly what he meant it to be. They don’t pay her enough. Harriet’s task was made more than a little easier, however, because of the excellent work of my resident editor, Kristine Card. I don’t pay her enough, either.
I am grateful also to Barbara Bova, who has been my friend and agent through thin and, sometimes, thick; and to Tom Doherty, my publisher, who let me talk him into doing this book at the ABA in Dallas, which shows either his superb judgment or how weary one can get at a convention.
INTRODUCTION
It makes me a little uncomfortable, writing an introduction to Ender’s Game. After all, the book has been in print for six years now, and in all that time, nobody has ever written to me to say, “You know, Ender’s Game was a pretty good book, but you know what it really needs? An introduction!” And yet when a novel goes back to print for a new hardcover edition, there ought to be something new in it to mark the occasion (something besides the minor changes as I fix the errors and internal contradictions and stylistic excesses that have bothered me ever since the novel first appeared). So be assured—the novel stands on its own, and if you skip this intro and go straight to the story, I not only won’t stand in your way, I’ll even agree with you!
The novelet “Ender’s Game” was my first published science fiction. It was based on an idea—the Battle Room—that came to me when I was sixteen years old. I had just read Isaac Asimov’s Foundation trilogy, which was (more or less) an extrapolation of the ideas in Gibbon’s Decline and Fall of the Roman Empire, applied to a galaxy-wide empire in some far future time.
The novel set me, not to dreaming, but to thinking, which is Asimov’s most extraordinary ability as a fiction writer. What would the future be like? How would things change? What would remain the same? The premise of Foundation seemed to be that even though you might change the props and the actors, the play of human history is always the same. And yet that fundamentally pessimistic premise (you mean we’ll never change?) was tempered by Asimov’s idea of a group of human beings who, not through genetic change, but through learned skills, are able to understand and heal the minds of other people.
It was an idea that rang true with me, perhaps in part because of my Mormon upbringing and beliefs: Human beings may be miserable specimens, in the main, but we can learn, and, through learning, become decent people.
Those were some of the ideas that played through my mind as I read Foundation, curled on my bed—a thin mattress on a slab of plywood, a bed my father had made for me—in my basement bedroom in our little rambler on 650 East in Orem, Utah. And then, as so many science fiction readers have done over the years, I felt a strong desire to write stories that would do for others what Asimov’s story had done for me.
In other genres, that desire is usually expressed by producing thinly veiled rewrites of the great work: Tolkien’s disciples far too often simply rewrite Tolkien, for example. In science fiction, however, the whole point is that the ideas are fresh and startling and intriguing; you imitate the great ones, not by rewriting their stories, but rather by creating stories that are just as startling and new.
But new in what way? Asimov was a scientist, and approached every field of human knowledge in a scientific manner—assimilating data, combining it in new and startling ways, thinking through the implications of each new idea. I was no scientist, and unlikely ever to be one, at least not a real scientist—not a physicist, not a chemist, not a biologist, not even an engineer. I had no gift for mathematics and no great love for it, either. Though I relished the study of logic and languages, and virtually inhaled histories and biographies, it never occurred to me at the time that these were just as valid sources of science fiction stories as astronomy or quantum mechanics.
How, then, could I possibly come up with a science fiction idea? What did I actually know about anything?
At that time my older brother Bill was in the army, stationed at Fort Douglas in Salt Lake City; he was nursing a hip-to-heel cast from a bike-riding accident, however, and came home on weekends. It was then that he had met his future wife, Laura Dene Low, while attending a church meeting on the BYU campus; and it was Laura who gave me Foundation to read. Perhaps, then, it was natural for my thoughts to turn to things military.
To me, though, the military didn’t mean the Vietnam War, which was then nearing its peak of American involvement. I had no experience of that, except for Bill’s stories of the miserable life in basic training, the humiliation of officer’s candidate school, and his lonely but in many ways successful life as a noncom in Korea. Far more deeply rooted in my mind was my experience, five or six years earlier, of reading Bruce Catton’s three-volume Army of the Potomac. I remembered so well the stories of the commanders in that war—the struggle to find a Union general capable of using McClellan’s magnificent army to defeat Lee and Jackson and Stuart, and then, finally, Grant, who brought death to far too many of his soldiers, but also made their deaths mean something, by grinding away at Lee, keeping him from dancing and maneuvering out of reach. It was because of Catton’s history that I had stopped enjoying chess, and had to revise the rules of Risk in order to play it—I had come to understand something of war, and not just because of the conclusions Catton himself had reached. I found meanings of my own in that history.
I learned that history is shaped by the use of power, and that different people, leading the same army, with, therefore, approximately the same power, applied it so differently that the army seemed to change from a pack of noble fools at Fredericksburg to panicked cowards melting away at Chancellorsville, then to the grimly determined, stubborn soldiers who held the ridges at Gettysburg, and then, finally, to the disciplined, professional army that ground Lee to dust in Grant’s long campaign. It wasn’t the soldiers who changed. It was the leader. And even though I could not then have articulated what I understood of military leadership, I knew that I did understand it. I understood, at levels deeper than speech, how a great military leader imposes his will on his enemy, and makes his own army a willing extension of himself.
So one morning, as my Dad drove me to Brigham Young High School along Carterville Road in the heavily wooded bottoms of the Provo River, I wondered: How would you train soldiers for combat in the future? I didn’t bother thinking of new land-based weapons systems—what was on my mind, after Foundation, was space. Soldiers and commanders would have to think very differently in space, because the old ideas of up and down simply wouldn’t apply anymore. I had read in Nordhoff’s and Hall’s history of World War I flying that it was very hard at first for new pilots to learn to look above and below them rather than merely to the right and left, to find the enemy approaching them in the air. How much worse, then, would it be to learn to think with no up and down at all?
The essence of training is to allow error without consequence. Three-dimensional warfare would need to be practiced in an enclosed space, so mistakes wouldn’t send trainees flying off to Jupiter. It would need to offer a way to practice shooting without risk of injury; and yet trainees who were “hit” would need to be disabled, at least temporarily. The environment would need to be changeable, to simulate the different conditions of warfare—near a ship, in the midst of debris, near tiny asteroids. And it would need to have some of the confusion of real battle, so that the play-combat didn’t evolve into something as rigid and formal as the meaningless marching and maneuvers that still waste an astonishing amount of a trainee’s precious hours in basic training in our modern military.
The result of my speculations that morning was the Battle Room, exactly as you will see it (or have already seen it) in this book. It was a good idea, and something like it will certainly be used for training if ever there is a manned military in space. (Something very much like it has already been used in various amusement halls throughout America.)
But, having thought of the Battle Room, I hadn’t the faintest idea of how to go about turning the idea into a story. It occurred to me then for the first time that the idea of the story is nothing compared to the importance of knowing how to find a character and a story to tell around that idea. Asimov, having had the idea of paralleling The Decline and Fall, still had no story; his genius—and the soul of the story—came when he personalized his history, making the psychohistorian Hari Seldon the god-figure, the plan-maker, the apocalyptic prophet of the story. I had no such character, and no idea of how to make one.
Years passed. I graduated from high school as a junior (just in time—Brigham Young High School was discontinued with the class of 1968) and went on to Brigham Young University. I started there as an archaeology major, but quickly discovered that doing archaeology is unspeakably boring compared to reading the books by Thor Heyerdahl (Aku-Aku, Kon-Tiki), Yigael Yadin (Masada), and James Michener (The Source) that had set me dreaming. Potsherds! Better to be a dentist than to spend your life trying to put together fragments of old pottery in endless desert landscapes in the Middle East.
By the time I realized that not even the semi-science of archaeology was for someone as impatient as me, I was already immersed in my real career. At the time, of course, I misunderstood myself: I thought I was in theatre because I loved performing. And I do love performing, don’t get me wrong. Give me an audience and I’ll hold onto them as long as I can, on any subject. But I’m not a good actor, and theatre was not to be my career. At the time, though, all I cared about was doing plays. Directing them. Building sets and making costumes and putting on makeup for them.
And, above all, rewriting those lousy scripts. I kept thinking, Why couldn’t the playwright hear how dull that speech was? This scene could so easily be punched up and made far more effective.












