After twenty-three years, Orson Scott Card returns to his acclaimed best-selling series with the first true, direct sequel to the classic Ender's Game.
In Ender’s Game, the world’s most gifted children were taken from their families and sent to an elite training school. At Battle School, they learned combat, strategy, and secret intelligence to fight a dangerous war on behalf of those left on Earth. But they also learned some important and less definable lessons about life.
After the life-changing events of those years, these children—now teenagers—must leave the school and readapt to life in the outside world.
Having not seen their families or interacted with other people for years—where do they go now? What can they do?
Ender fought for humanity, but he is now reviled as a ruthless assassin. No longer allowed to live on Earth, he enters into exile. With his sister Valentine, he chooses to leave the only home he’s ever known to begin a relativistic—and revelatory—journey beyond the stars.
What happened during the years between Ender’s Game and Speaker for the Dead? What did Ender go through from the ages of 12 through 35? The story of those years has never been told. Taking place 3000 years before Ender finally receives his chance at redemption in Speaker for the Dead, this is the long-lost story of Ender.
For twenty-three years, millions of readers have wondered and now they will receive the answers. Ender in Exile is Orson Scott Card’s moving return to all the action and the adventure, the profound exploration of war and society, and the characters one never forgot.
On one of these ships, there is a baby that just may share the same special gifts as Ender’s old friend Bean…
Harry Houdini. A poison injector ring. Alcatraz. Mary Shelley's Frankenstein. What can they possibly have in common? Amy and Dan don't know, but fans of the 39 Clues series will soon find out.
The first Cahill card series features 56 thoroughly intriguing evidence cards that kids need to hunt down the 39 Clues. The oversize cards (3.25 x 5) are loaded with top-secret Cahill information and intriguing puzzles that unlock the family's secrets. Each pack contains 16 randomly assorted cards, with at least one rare or ultra-rare card per pack.
About this product: Using outstanding anatomical illustrations from Netter's hugely popular Atlas of Human Anatomy, these 324 flash cards help you learn and test your knowledge of muscles, bones, vessels, viscera and the joints. Each card features a full-color Netter illustration on the front, while concise text on the back reviews areas of origin, insertion, action, innervation, and anatomical relevance. A regional organization parallels Netter's atlas as well as most of today's anatomy courses. The cards also note clinical correlations, where appropriate.
References the original plate in Netter's Atlas of Human Anatomy.
Offers an accurate source of anatomical information in an easy-to-use, portable format.
Cards are hole-punched in the upper left corner and can be placed on the included ring for maximum portability.
Online access available through www.studentconsult.com.
About this product: Perfect for helping children develop early language skills, this exciting range of interactive flash cards reinforces learning through touch.
Brighter Child Alphabet Flash Cards offer children a fun and easy way to practice their alphabet skills. Featuring 54 cards that help reinforce phonics, uppercase and lowercase letter recognition, and reading readiness skills. Full-color, charming illustrations help to engage children. A special card also offers creative game ideas designed to reinforce learning.
The popular Brighter Child® Flash Cards give children a fun and easy way to practice important skills. Offering 24 titles encompassing preschool to grade 5, each title focuses on an important subject including early concepts, math, phonics, and U.S. History. Fun game ideas and learning suggestions are included to help children build proficiency and confidence. Game cards also allow children to develop thinking, decision-making, turn-taking, and social skills while playing fun games at the same time.
Selected titles are also available in English-Spanish and Spanish only versions.
About this product: Discover the tool that millions of people worldwide are using for guidance, inspiration, and help in finding answers to life's questions. now, revised and expanded to include eight additional cards, this unique and powerful divination system draws upon ancient wisdom and tradition to teach the healing medicine of animals. Medicine Cards and found its way into the hearts and hands of many, guiding the way to healing the body, emotions, mind, and spirit, and providing insight into and understand of one's unique purpose in life.
Brighter Child First Words Flash Cards offer children a fun and easy way to practice those first words to prepare for school. Featuring 54 cards that help reinforce phonics, letter recognition, and reading readiness skills with full-color illustrations. A special card also offers creative game ideas designed to reinforce learning.
The popular Brighter Child® Flash Cards give children a fun and easy way to practice important skills. Offering 24 titles encompassing preschool to grade 5, each title focuses on an important subject including early concepts, math, phonics, and U.S. History. Fun game ideas and learning suggestions are included to help children build proficiency and confidence. Game cards also allow children to develop thinking, decision-making, turn-taking, and social skills while playing fun games at the same time.
Selected titles are also available in English-Spanish and Spanish only versions.
About this product: Meet Andrew "Ender" Wiggin, the unforgettable boy-hero of Ender's Game--winner of the Hugo Award and the Nebula Award for Best Novel--and enter his Universe through this collection of stories.
"The Polish Boy" is John Paul Wiggin, the future father of Ender. In the years between the first two Bugger Wars, the Hegemony is desperate to recruit brilliant military commanders to repel the alien invasion. They may have found their man--or boy--in John Paul Wiggin....
In "Teacher's Pest"-a novella written especially for this collection--a brilliant but arrogant John Paul Wiggin, now a university student, matches wits with an equally brilliant graduate student.
"The Investment Counselor" is set after the end of the Bugger Wars. Banished from Earth and slandered as a mass murderer, twenty-year-old Andrew Wiggin wanders incognito from planet to planet as a fugitive--until a blackmailing tax inspector compromises his identity and threatens to expose Ender the Xeoncide.
Also reprinted here is the original award-winning novella, "Ender's Game," which first appeared in 1977.
About this product: Perfect for helping children develop early language skills, this exciting range of interactive flash cards reinforces learning through touch.
Orson Scott Card offers a Christmas gift to his millions of fans with this short novel set during Ender's first years at the Battle School where it is forbidden to celebrate religious holidays. The children come from many nations, many religions; while they are being trained for war, religious conflict between them is not on the curriculum. But Dink Meeker, one of the older students, doesn't see it that way. He thinks that giving gifts isn't exactly a religious observation, and on Sinterklaas Day he tucks a present into another student's shoe.
This small act of rebellion sets off a battle royal between the students and the staff, but some surprising alliances form when Ender comes up against a new student, Zeck Morgan. The War over Santa Claus will force everyone to make a choice.