Thursday, January 04, 2024


Thanksgiving Day till Christmas Stay

Holiday, holyday, religion still rules,
Kids can rejoice when fests close the schools.
Who is to be thanked for a harvest so fair--
A ghost on a cloud or the farmhands’ good care?

A birth in a stable, a shortage of beds,
And even three kings had only the sheds.
That town needed many more rooms for their crowd
Or not herd more folks there than lodging allowed.

What a dumb way to count heads, all jammed in one place,
No postage, no email, no address to trace.
Show up at the town of your birth, nowhere else,
So your rulers can sort you where your origin dwells.

Send the soldiers around to kill all young boys
For fear that their threat the ruler annoys.
Such oracles maimed all rational thought,
And for millennia this nonsense is taught.

Even worse, when the mind is thus stunted and squeezed,
And obedience enforced, and actions diseased,
Blocked is “Don’t envy, don’t lie and don’t kill”.
Who gains when all lose their use of free will?

--- Kate Jones

Tuesday, May 02, 2017


Carbon Dioxide Conundrum


A savant from Sweden by name of Arrhenius
About CO2 made no guesses erroneous.
In eighteen hundred ninety-six he found
How temperature ranges could be bound.

That fascinating Swedish reference
Will challenge mankind’s climate preference:
To warm the globe and grow more crops
Or chill it till the temperature drops.

Before the human proliferation
Earth did its own obliteration
With hot and cold and wet and dry
To see what critters would live and die.

Can our bright scientific thinkers
Like Svante who with gases tinkers
Re-engineer the planet’s stasis
To be life’s permanent oasis?

Evolution copes with change erratic
While comfort craves conditions static.
Yet all that holds our species here
Is this flimsy layer of atmosphere.

The comfort seekers don’t deny
That change is happening. They rely
On automatic fixes that don’t require
They change any habit or desire.

And should the surface flood or freeze,
Its innards burst and boil its seas,
And space detritus come raining in,
Will our smarter minds learn how to win?

It would be a pity, don’t you think,
For humans to vanish in a blink
When a million years of patient gain
Produced nature’s triumph, the reasoning brain?

And if we can’t manage to stay alive,
At least the microbes will survive
In thermal vents and glacier bands,
In bogs and swamps and desert sands,

Midst noxious fumes, in airless caves,
On gale-force winds and battering waves.
Microorganisms will prevail.
Will they rebuild us? There hangs the tale.

-- Kate Jones

Sunday, April 16, 2017


An Ode to Easter

Yearning for Immortality

For beliefs in myths, in wishful thinking’s realm
-- That one assumèd resurrection every death will overwhelm --
We posit one omnipotence that hears the chosens’ pleas
And orders them to kill all those who will not bend their knees.

What algorithm of the mind drives protoplasm’s striving,
Inventing thoughts and tools for physical surviving?
What flaw within the program makes room for murderous powers?
No rescue from above will come; the task is only ours.

We are not sheep, nor herds nor flocks, nor inadvertent sinners.
Upon the Universe’s spinning wheel, collaborators will be winners.

-- Kate Jones, 2017

Tuesday, October 18, 2016


October 6, 2016 -- a Centennial

October 6, 2016, was National Poetry Day. It was also the centennial of my mother's birth, and it inspired me to compose this poem as a memorial to her life (October 6, 1916-November 22, 1978). She was born in Budapest, Hungary, and died in North Miami Beach, Florida. The photo is her wedding picture, February 22, 1935.

October 6, 2016
A Memorial to Eva Eysrick

One century ago, this very day,
My mother entered on this earthly plane,
A babe with future lit by bomb bursts’ spray,
An innocent midst Europe’s millions slain.

Two decades flew, in turn the young bride bore
A babe as World War II its maw disgorged,
Her peaceful life again steeped into gore,
With Budapest’s fine buildings crushed and scorched.

In 1944 we fled for life
Across the border into German lands.
Her sister was a German soldier’s wife,
Her home a refuge, safe from Russian hands.

And then American bombs in night sky glowed,
The houses left and right of ours lay shattered,
Wrecked railroad cars and tracks all movement slowed.
They bombed whatever for survival mattered.

Once more we fled, into the countryside,
Where fields and woods and farm house attics beckoned;
Yet war’s last blasts made all in bunkers hide
For days on end while Hitler’s end times reckoned.

A life rebuilt from what three bags could hold,
In make-shift rooms with wooden crate décor,
One tub of water, stove-warmed from the cold,
Shared weekly in three turns upon the floor.

In 1950 a new babe arrived
And immigration to America set sail,
The family in new world freedom thrived--
Good work, good friends, good home, a happy trail.

A quarter century of peaceful living,
Too soon a widow, Florida new home;
Too soon a deadly illness, unforgiving,
A century later, her last spark—this poem.

©2016 Kate Jones

Wednesday, July 13, 2016


Non-Predatory Games

Games traditionally ape life, in the challenges and competitiveness they present and the goals they set. As microcosms of human action and relationships, they also teach and imprint the younger generation with the cultural values of their societies. It behooves designers to imbue games with principles to live by as well as to be entertained by. All cultural artifacts carry didactic messages. Game designers have a special responsibility to the future of mankind to create problem-solving and conflict resolution vehicles that provide life skills as well as enjoyment. 

1. Introduction 

Gameboards have been with us for thousands of years [1], serving as counting devices, military simulations, gambling vehicles, educational tools and social pastimes. Their evolution is a visual record of the progress of civilizations and the dominant beliefs and practices of their cultures, where games could even be contests to the death [2]. 

As mirrors of human communal actions, games are a fascinating subject of study for anthropologists, psychologists, war strategists, and economists. In the 21st century, games have become a major industry in their own right, in both hands-on and virtual (electronic) forms, launching careers in game design for an entire generation. 

In this article, we will propose that game designers be cognizant of themes that replicate, perpetuate and give legitimacy to destructive and hostile tendencies. Instead, we suggest the incorporation of some new paradigms that bring forward the concepts of non-predatory, hostile-free competition. The concept of sacrificing a smaller group for the benefit of the greater good need no longer apply to competitive play. 

We illustrate here a collection of such games developed by Kadon Enterprises, Inc., over the last three decades, with an emphasis on non-predatory competition and graphically attractive "Kaleidomatrix" [3] board designs. 

We note here with pleasure that many modern games that emphasize cooperation by teams of players to overcome threats and problems, albeit still steeped in violence, are a step in the right direction. If games reflect life, they can also help to improve it. 

2. Background 

The concept of games as competition is so universal that it is never questioned. Children learn games as part of their daily life, an eagerly awaited break from more serious pursuits. A child's mind readily absorbs the idea of following rules, taking turns, and being "fair". Losing is intuitively felt as not a good thing, but "it's only a game", so be a good sport and don't take it too hard. You may win next time, especially in games of luck, where one can blame the luck of the dice rather than any shortcomings of one's own cleverness. 

One thing that bothered me about games as a child was the gloating and glee that others displayed when they "beat" me. It was not until decades later that I understood the entire Darwinian phenomenon of winning in a game as a metaphor for winning at life. Now winning is a fine thing. The ugly part is when it takes defeating or triumphing over others of one's own species. 

Historically, more progress has been made by humans cooperating, through the division of labor, investment, trade and collaboration, than by the other time-honored methods of acquisition: invasions, raids, pillage, enslavement, genocide. And most games reinforce the latter and implant them in every new generation as an acceptable form of enjoyment, rationalized by "winning".

3. A new paradigm 

A meta-game  

In 1983 I was pondering the traditional classes of games--war, racing, capturing, point-scoring, positional advantage--and came upon the idea of a "meta-game", where the players themselves invent rules for the game. The idea materialized in an instant; the design for the board took over a year. I wanted it to be symmetrical, grid-like, and versatile for almost any combination of placements of pieces. Finally the nested-squares pattern and the name of LEMMA felt right (Figure 1).

Figure 1. The LEMMA gameboard, laser-engraved, hand-painted wood. 

The LEMMA board allows use of vertices, lines and spaces. Three colors look lively and provide contrast. Any number of players can play, and there are only 6 ground rules (the meta rules): 

  • Every turn introduces one new rule. 
  • Every rule is illustrated by an action. 
  • All rules remain in effect to the end. 
  • No new rule or action may contradict a previous rule. 
  • Only the gameboard and pieces are used as elements in the rules and actions. 
  • A player who cannot fulfill both parts of a turn--a new rule and its action--is out of the game. 

Of course, the game has no end. The goal is to keep the process going for as long as possible, drawing on players' resourcefulness, and to adjourn anytime the players agree to stop. There is no losing; everyone wins. The longest game on record ran 144 rules. 

Games Magazine named LEMMA one of the best games of 1987 [4]. The board plays 4 other games and 300 puzzles. It is still in print. 

Designing capture-free

In 1984 Dale Walton [5] contacted Kadon with a game he had invented with maze-like octagonal tiles that let players race their five pieces across the board as paths keep changing. After agreeing there was no capturing and no knocking out, Kadon published this superb game under Dale's name for it, OCTILES (Figure 2). All 18 tiles are different and include all the permutations of 4 paths that link two sides. 

Figure 2. The 18 octagonal tiles with paths build the 
ever-changing laser-engraved OCTILES board.

Dale's design challenge for the OCTILES board was the distribution of 18 tiles over a symmetrical pattern. The answer was to put one in the center, surround it with four groups of four tiles, and use the remaining tile as a wild card to exchange for any tile on the board. Further, since octagons leave square holes when closely grouped, all those holes become stopping points for the "runners" as the path on which they travel ends in a square. 

To keep the board a closed system, paths end only at the home positions and include 8 external loops to join the 16 outer open edges. 

While OCTILES is a race across the board, similar to Chinese Checkers, the path-building with movable tiles is unique. Not until 20 years later, in 2004, did WizKids introduce Tsuro [6], a somewhat similar game with square tiles and four paths on each, dressed in a fantasy theme story line. 

Games Magazine included OCTILES in their 100 best games lists for 1985 and 1992 [7]. 

A new breed of games

In 1998 a philosophical discussion with one of Kadon's associates, Arthur Blumberg [8], inspired the design of THE POWER OF TWO (Figure 3), with an alternate goal and novel methods of play.

 Figure 3. The Power of Two, handcrafted and 
 laser-engraved wood gameboard. 

Part of Art’s design objective was to ensure interaction between players by rewarding moves that promoted such interaction and to penalize solitary moves. First came the design of the board itself, which consists of a symmetrical pattern of lines, or paths, connected among 64 nodes. 

THE POWER OF TWO has 32 cylindrical playing pieces (16 per player), and the start position on the board has 8 pieces (4 per player) (Figure 4). 

Figure 4. One of the starting position options. 

While all these numbers are incidentally mathematical "powers of 2" (22, 23, 24, 25, 26), the main reference of the title is to how any two pieces that meet on the board have the power to create a portal for a new piece to enter. To win, a player needs to be first with all 16 pieces on the board when their turn ends. 

To carry through the idea of competition without harming the other player, Art gave each piece 21 (2 to the first power) powers to open portals. When a piece follows a straight line from its starting point to an intersection that places it adjacent to another piece of either color, a portal opens, allowing a new piece of matching color to enter the board. 

Should the mobile piece stop adjacent to multiple stationary pieces, each adjacency opens a portal, allowing multiple pieces to be added to the board. The process of opening the portal expends one of the two powers available to the mobile piece and one of the two powers available to all stationary pieces of the same color that are adjacent to the mobile piece. To indicate that a piece has expended one of its powers, it is turned upside down. 

If the opening of a portal causes either the mobile piece or the stationary pieces involved to expend the second of their two powers, those pieces are removed from the board and join the rank of pieces awaiting entry. Here we see the penalty involved in using one’s own pieces to advance one’s position in the game. 

Should the stationary adjacent piece belong to the other player, that piece is exempt from expending one of its two powers. By utilizing the other player’s pieces as one side of a portal, a player is rewarded with a reduced ‘cost’ of opening the portal. The other player’s pieces are unaffected by this usage, making this a win-win scenario. 

Due to its revolutionary philosophy and unique game play, THE POWER OF TWO received a citation by Games Magazine in 2000 as one of the 100 best games of the year [9]. It is always a hit and bestseller in Ye Olde Gamery at the Maryland Renaissance Festival [10]. People are ready for non-predatory play. 

The following year Art designed his second game, END POINT (Figure 5), and gave it the curvy grid he had originally thought of when designing THE POWER OF TWO. 

 Figure 5. The gracefully intertwined END POINT grid 
 on laser-engraved 24" wood board. 

The design challenge here was to have 5 exit points on each end of the board, with path connections that allowed pieces to veer off into new directions on a single slide. 

To add complexity plus interactions and forward planning, Art introduced a novel mechanism: after a piece makes a sliding move, it is turned over. Its move on a future turn will be a jump over adjacent pieces of either color. There is no capturing. Having made its jump or jumps, the piece is reversed again to its original state of sliding. If there is no piece for a jumper to jump over, it must wait for a team mate to slide over and rescue it. 

The goal is to be the first player to exit all 15 pieces from the board by sliding out through any of the other player's open end points. Keeping all of one's end points occupied to prevent the other player from exiting is, in the long run, an unproductive ploy. It keeps one's own pieces from getting into exiting range of the other side. 

Another novel feature of END POINT is that the start positions of the pieces can change every time, as players place them initially two at a time on their own side of the board. 

END POINT earned a Games 100 citation in 2001 [11]. Its artistic design makes it a show piece even when not being played. That artistic element is one of the driving forces of Kadon's design approach. 

Art Blumberg's next foray into designing original games with strongly interactive and non-damaging themes came in 2001 with OVER-PASS (Figure 6), for four players. 

 Figure 6. OVER-PASS handcrafted and laser-engraved wood gameboard, 
showing start position for four players. 

A complex web of intersecting squares provides square, triangular and rhombic compartments. Gem-like disks in four colors (ten per player) travel from the center outward to exit the board on the outermost points; or, conversely, enter through a triangle with two neighbors and make their way to the center point to exit. First player to make the journey with all 10 pieces wins. 

To add spice and suspense, players roll two dice to see how many actions they can take on that turn. This random element was introduced to help ensure that two or more players cannot "gang up" on the other players, since it is difficult to coordinate actions when one does not know how many actions are allowed on any given turn. 

Actions can be:

  • over-passing a connected string of other pieces (except their own color); 
  • trading with a piece on a parallel line; 
  • sliding along a line; 
  • exiting the board. 

Because several actions are allotted by the dice roll (imagine 12!), a player can make dramatic changes to the board and its occupants on a single turn. Players are encouraged by the mechanics of the game to move others’ pieces in order to build a pathway of stepping-stones that can be used to advance one of their own pieces across the board as a single action. The game also allows for exchanging the location of any two pieces for one action, or to slide a piece one intersection at the cost of two actions. 

One of the problems during design was the question of what to do if players exit too soon and leave only a sparse sprinkling of pieces for maneuvering on the board. The answer: while players still have pieces waiting to enter the board, pieces on the board may exit only on an even roll of the dice. 

The intricacies of each turn's possibilities keep this game fresh and exciting--always an important consideration in game design. 

In 2003 Kadon introduced Art Blumberg's most unusual game, MORE OR LESS (Figure 7):

Figure 7. Hand-crafted, laser-engraved MORE OR LESS 
 wood board, decagon grid. 

Unlike traditional games of acquisition and seeking for more, more, more, in this game it is not necessarily the player with the most pieces who wins. The player with more than 18 or less than 7 at the end of their turn wins. Both players use the same pieces, with one player owning the tops and the other owning the bottoms. 

The game begins with an empty board. First player places a piece on the center of the board. Thereafter players place 2 pieces by turns on any unoccupied vertex of the decagon web with their side up until all 25 pieces are onboard. 

By turns, players choose one of their pieces for movement and jump it over other immediately adjacent pieces as in Chinese Checkers. As a piece is jumped, it is immediately flipped over, changing its ownership. 

When you've run out of jumps, count your color. If you have fewer than 7 or more than 18 showing, you win. Sometimes giving away enough is the winning strategy. 

Unlike in Reversi [12], where pieces are captured by surrounding them, there is no capturing in MORE OR LESS, only creating altered states. To forestall a game going on and on as players jockey for either goal, an advancing token tracks the moves. If the game reaches 12 rounds without a winner, the player with LESS wins. This is not just non-predatory; it's downright anti-predatory. 

Friendly competition 

One of the very few Kadon games not developed in-house came from the late Alan Kross-Vinson [13]: BRACE (Figure 8). 

Figure 8. Hand-painted, laser-engraved BRACE wood gameboard. 

The objective is to move pieces on paths of the grid to brace (bracket, embrace) one of the other player's pieces with two of your own. For each brace you form, advance the scoring cube one point in your favor. When the other player scores a brace, deduct from the cube. Reach 3 to win. 

Alan's innovation is that each player has three colors of pieces, three of each, and these can move on three different colors of paths. On their own color they advance any open distance. On other colors they move only one step. The multiple connectivities of paths allow pieces to move between colors and to occupy intersections that can set up more than one brace at a time. 

Brace was released in 1996 as a wall-hanging canvas tapestry, and on the wood board in 2014. It earned a Games 100 selection in 1998 [14]. 

Another intelligently competitive strategy game published by Kadon in 2004 is THE KITES & DARTS GAME (Figure 9) by Nancy Van Schooenderwoert [15]. Using Penrose tiles [16] and a gameboard showing one of the symmetrical but non-periodical tilings for which the kites and darts are famous, up to five players fill the spaces with their tiles, using only 3 colors, playing adjacent to an occupied space, and never joining like colors (Figure 10). Your turn lasts till you have a forced third-color move. 

 Figure 9.  KITES & DARTS board. 

 Figure 10. Not joining like colors. 

Nancy's design challenge was to keep play suspenseful in what is essentially a jointly solved color puzzle. The rule that your turn ends when you force a third color in an adjacent space keeps players alert and careful in their planning to maximize each turn's output. The player who takes over fills in the missing colors and can then start a new island on the board. 

As these islands grow and bump into each other, conflicts may arise that the current player resolves by removing and replacing colors until the two regions are correctly patched together. Removed tiles are given to other players to increase their supply, a set-back when having the fewest tiles wins once the whole board is filled. 

The KITES & DARTS GAME was a Games 100 selection for the year 2006 [17].

4. Conclusion 

Games are microcosms of societal relationships and conflicts, symbolizing the historically repeating dynamics of wars, expropriations, captivities, domination and defeat. Most populations suffer horribly from such ways of conducting foreign affairs. 

It was proposed here that game paradigms, goals, methods and player interactions be designed to present an alternate model of relationships, with an emphasis on cooperation, non-violence, non-predatory motivations, and not inflicting harm on other participants. 

When one considers that the seemingly innocuous game of checkers requires wiping out the entire opponent population, that is representative of genocide. "It's only a game" does not remove the essence of the killer meme from a culture [18]. Memes as transmittal vehicles for cultural customs and values is an emergent theory suggested by Richard Dawkins in 1976 [19]. 

We showed several games that present a more civilized form of competitive striving yet create excitement and strategic satisfaction as well as aesthetic equipment design. We urge others to end the predatory themes in game design and in the world. We urge the true ethic that no one is disposable to benefit others. A new wave of humanistic creativity in game design could be the hottest thing for our millennium. 


An earlier article on this theme by this author appeared in the now discontinued online Games Journal, August 2000,

Yehuda Berlinger’s series of articles on “Ethics in Gaming” also appeared in the Games Journal, dealing mostly with themed boardgames. Of particular relevance is “Theme and Subjective Morality”,


  1. H. Peter Aleff, game historian and designer, Recovered Science and Bell, R. C., Board and Table Games from Many Civilisations, Rev. ed., two volumes bound as one. New York, Dover Publications, 1979. 
  2. Dr. Jaime Awe, archaeologist and tour guide, presentation about ball court at Maya temple dig in Belize, where losers would be sacrificed. 
  3. Kaleido-Matrix gameboard designs. 
  4. Lemma review by Games Magazine, Oct.-Nov. 1987. 
  5. Dale Walton, game designer. 
  6. Tsuro 
  7. Octiles reviews by Games Magazine, April 1985; Nov. 1985; Dec. 1992. 
  8. Arthur Blumberg, game designer. 
  9. Power of Two reviews by Games Magazine, October 1999; December 1999. 
  10. The Power of Two at the  Renaissance.
  11. End Point review by Games Magazine, Dec. 2000. 
  12. Reversi 
  13. Alan Kross-Vinson, personal writings. 
  14. Brace review by Games Magazine, Dec. 1998. 
  15. Nancy Van Schooenderwoert founder/engineer/agile coach/game designer. 
  16. Penrose tilings
  17. Kites & Darts reviews by Games Magazine, Feb. 2005; Dec. 2005. 
  18. Gary Kohls, “The Making of a Sociopath”
  19. Richard Dawkins, The Selfish Gene, Oxford University Press, 1976.

Saturday, November 22, 2014


Gamepuzzles: Paradigms of a Rational World

As of 2014, I've been designing and making puzzles and games for 35 years. For so seemingly trivial an activity to become the meaning and purpose of my earthly existence, some intellectual underpinning was required. Like other forms of art, my designs exhibit aesthetics, conceptual integration and, hah, psycho-epistemological relevance. How do they do that?

My designs are based on mathematical phenomena, geometric tilings or, as they say in the ed biz, "tessellations". Now a tessellation is something that fills up space with permutations and combinations of shapes. Here are a few samplings:

M. C. Escher’s designs come to mind. And permutations and combinations echo the very structure of the Universe, from the way the simplest building blocks, like protons and electrons and neutrons, combine to form every element that exists. The periodic chart of elements organizes them into groups by the number of each bit in the core and its rings, that mimic the way planets orbit suns, and suns cluster in galaxies, and galaxies orbit in galactic clusters, and whatever makes up the next layers of hierarchy in an infinite Universe.

Tall order to replicate that grandeur in what some would consider merely a toy. Let's see an example you can hold in your hand.

"Polyominoes" are made of squares joined on their edges. They start from the singularity and can go on forever, combining and growing. Here are the 21 shapes from 1 to 5 squares in size (Tetris players will recognize the 4’s):
At level 6 there are 35 unique shapes (hexominoes). At level 7 we find 108 heptominoes. Level 8 gives us 369 octominoes.

That's as far as we go in actually producing working models. After only 8 iterations its volume exceeds human comfort, and in a few more steps the number of variations exceeds the number of atoms in the known Universe. Here is an amazing construction by Karl Wilk, astronomer by training, that took him months to solve. He calls it Cyclops, and it contains all the sizes from 1 through 8 forming concentric rings within a symmetrical ring of the 1285 enneominoes. Even the holes are symmetrically distributed:

Further research by mathematicians and computer programmers turns up 4655 dekominoes, 17,073 "11-ominoes" and 63,600 "12-ominoes". We can find reference to counts up to 28, giving 153,511,100,594,603 distinct shapes. See an extensive list here:

That's over 153 trillion if you're counting in U.S. sequences, or 153 billion in Europe, where they stick "milliard" after million, and "billiard" after billion. By any name it's a huge number. By comparison, our planet contains a little more than 7 billion humans, each of whom contains trillions of cells.

Now why would people spend so much effort to enumerate oddball shapes made of squares? Or other polygons? Because it is the nature of scientific curiosity and the human need to know what exists and how it works, the epistemological pursuit of an understanding of reality. It is our finest power.

I'm using the polyomino family as an example of the evolution and propagation of entities, both theoretical and actual, that illustrate how the Cosmos works. In effect they are clusters of pixels or "cellular automata". Human knowledge is likewise accumulated one bit, one byte, one meme, one layer at a time, integrated into the previously known structure.

That polyominoes even at the earliest levels have thousands of ways to connect and form coherent constructions, such as rectangles, squares, symmetrical shapes and even 3-D figures, is a model of how elements combine to form molecules, compounds, and all the stuff of the real world around us that we humans need to know about for our survival. And at some point in the continuum, we learn how ideas themselves form and fuse.

What is especially satisfying in working with such puzzle sets and producing different solutions to variously posited goals is that such activity feeds the mind's need to experience efficacy. To tackle a problem and resolve it in intelligent and creative ways is thoroughly satisfying. It serves our self-esteem. It exercises those capacities of mind that a rational consciousness needs for reaching its fullest potential.

As an artist and occasional poet, I see the working of these kinds of puzzles as a microcosm of problem-solving in the larger world. To coordinate, integrate, get disparate parts to work together in constructive ways without depriving any component of its individual attributes parallels the collaboration of individual humans for mutual benefit, not destroying, depriving or mutilating anyone for someone else’s benefit. In a rational world, each individual has the rights and freedom to find his or her best niche.
And in life as in puzzles, there is more than one answer. Having many options, not being shackled by totalitarian demands, is one of the hallmarks of individual freedom. And individual freedom is the fountainhead of creation. Celebrate uniqueness. Do no harm. Make glorious combinations…….

Visit for more of my playable art. They are unique in all the world, and the pleasure lasts. If you decide to order, please add a note of where you heard about me and you'll receive an extra gift.
Please feel free to comment on these ideas. I am working on a book about human consciousness, and your thoughts, civilly expressed, are most welcome. -- Kate

Thursday, October 17, 2013


A note about the Ayn Rand Webcomic

A 66-page, typo-riddled webcomic by Darryl Cunningham purports to tell the life story of Ayn Rand, controversial author of The Fountainhead, Atlas Shrugged, and the philosophy of Objectivism. The book most unnerving and most misunderstood by most readers is The Virtue of Selfishness, which has put a huge barrier between her thinking and the popular ethos. Although Rand died in 1982, her books have continued to have increasing sales; and the social dynamics she described and warned of in her novels are prophetically coming to pass. She has attracted millions of admirers among thinkers, and even more millions of detractors and haters whose oxen she gored.

Darryl's little cartoon serial ranks among the latter. Reading it inspired me to write up this response, posted to his page on October 17, 2013 (though purged soon after):


Ayn Rand's favorite poem was Rudyard Kipling's "If", read at her funeral. One couplet in particular applies to Darryl Cunningham's comic opus and most of the derogatory critiques of her work:

If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools...

So, Darryl, your soap opera treatment of the messenger's personality and relationships is yet another way to overshadow and discredit the validity of the message, whether that was your intention or not. At least you are provoking interest and conversation on this controversial lady and her insights.

Ayn Rand's fundamental principle was, in fact, the paramount value of the individual. And that is simply a restatement of the founding principles enshrined in the U.S. Constitution: "that all men are ... endowed with ... certain unalienable rights ... life, liberty and the pursuit of happiness."

Why is Rand's advocacy of these values so repugnant to you and to other Rand bashers? It always comes down to who has what and how groups gang up to raid the resources of the earth and what other individuals have produced. I hope one day humanity can rise above the predator/prey paradigm.

Rand was ferociously opposed to the notion and practice of exploiting some individuals for the sake of others; i.e., "redistribution of wealth" is just another name for armed robbery. It is tantamount to three lions and a lamb voting on what to have for dinner.

Undiluted and unpolluted capitalism is the form of social contract where individuals get to choose what to do with their time and property. Rational self-interest will then lead to individuals interacting with each other for mutual benefit, through division of labor, voluntary exchange, and intelligent investment. That freedom encourages innovation and progress--individuals "taking first steps down new roads" that ultimately are of benefit to all.

Those ideas are also the underpinnings of the Libertarian movement, which is a backlash to galloping socialist ideas that have bankrupted the U.S. and every country in which socialism gets the upper hand. For the record, though, Rand had disavowed the Libertarians when Peter Schwartz wrote an article she published condemning their alleged lack of philosophical principles. Ironically, Libertarians today are the most faithful to both the Constitution and to individualist ethics.

The so-called capitalism we see practiced in the U.S. today is as remote from the "ideal" Rand defined as you can get. It has a corrupt government making favorable laws, regulations and bail-outs for their cronies in industry and the military-industrial complex; it has government promoting wars to enrich their arms manufacturers and gain access to other countries' resources; it has government building up a horrendous security apparatus that peels away the citizens' rights to privacy, property, free speech, association, assembly, and life and liberty; it justifies attacking other countries and murdering their populations on spurious pretexts.

That is not capitalism. That is the most pernicious form of gang warfare, and we the people are made to support it and the endless atrocities done in our name. Our substance is wasted, and we are bled through taxes and debt, reduced work opportunities, and increased deaths and mutilations of our soldiers in senseless wars. We are forced into grand socialist schemes like mandatory insurance and welfare entitlements that deprive generations of our people of their independence and their dignity.

Ayn Rand foresaw these developments 60 years ago. The truth she spoke is immutable, no matter whom she slept with. Think about the message, not the messenger. Your life, liberty and happiness depend on it.

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