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"Move Along Home"
Commander Sisko, in dress uniform, prepares to receive the first
formal alien delegation from the Gamma Quadrant, a group from a
newly discovered species known as the Wadi. Sisko, Kira, Dax, and
Bashir greet the new representatives from this race at one of the
docking bays, after the Wadi's arrival through the wormhole. But the
leader of the group, a humanoid male named Falow, dispenses quickly
with the pleasantries. He and his companions want to be taken
immediately to Quark's, where they have heard they will find games
to play. The disappointed officers escort the delegation.
Quark, upon meeting the Wadi, senses profit in the making. The
aliens show Quark they have much to wager in priceless gemstones,
and quickly learn how to play the game of Dabo. Hours later, they
are still going strong and winning big at the Dabo table. A weary
Sisko decides to call it a night, leaving the Wadi with an equally
tired Quark. He unsuccessfully tries to discourage them into
leaving. Discreetly, he has one of his assistants rig the Dabo table
to make the aliens start losing, hoping that will do the trick.
Unfortunately, Quark's accomplice is caught by the Wadi. The Ferengi
fears reprisal from the visitors. But Falow decides instead to have
Quark participate in playing a new game, one of Falow's choosing. He
opens a rectangular metallic case, which releases a blinding flash
of light. When it clears, the Dabo table is gone, replaced by a
strange alien game board. The game is called Chula. Quark's
objective, to move his four oddly shaped onyx figurines around the
serpentine downward spiral of the board. Quark watches with
apprehension as the board is set up and the Wadi begins placing
bets. Meanwhile, Sisko, sound asleep in his quarters, turns over in
his bed. He wakes up to find himself dressed in standard uniform,
lying on a hard stone floor instead of the bed. He is no longer on
the space station, but in an alien corridor, empty but for a series
of doors with strange markings, and totally alone.
Determining he is in no holodeck illusion, Sisko tries each of the
doors, looking for escape. He finally opens one, only to find Falow
on the other side, instructing Sisko cryptically to move along home,
after which the door quickly closes. Then a piercing scream leads
Sisko down the corridor, where he discovers a terrified Bashir,
trying to wake himself up from what he thought was a bad dream. Kira
and Dax turn up next. Together, they try to find the way "home."
Learning from Sisko's son that the commander has disappeared from
the station, Odo soon discovers the other three senior officers are
also gone. Back at Quark's establishment, the Ferengi is forced to
begin play on the new game, even though he does not yet know the
rules. He places a minimum bet and rolls the alien dice. Falow
states that the combination will cause Quark's pieces to meet the
Chandra.
In the labyrinth, Sisko and the other officers follow a singing
voice to discover a young Wadi girl chanting a rhyme while playing
an alien game similar to hopscotch. A force field keeps them from
getting to a door on the far side of the room, but the girl can pass
through it without a problem. Dax determines they can get to the
door that only by repeating the rhyme and performing the
hopscotch-like moves. The four officers do it, and are able to exit,
with the girl telling them they are at the Third Shap. As this
happens, the Wadi group in Quark's goes wild because he has reached
the next level. The befuddled Quark wins a nice payoff, not
realizing the connection.
Falow proposes to Quark that he can progress faster by taking a
shortcut on the board, although it doubles the risk to his game
pieces. However, a successful move can also double his winnings.
While he thinks, Odo arrives, asking Quark if he might know anything
about the missing crew members. A knowing look from Falow causes
Quark to make the connection with the four game pieces and the four
missing officers. Realizing that the lives of Sisko and the others
are literally in his hands, Quark chooses to move the pieces along
the safer path. The four officers, meanwhile, continue along the
alien corridors, slowly realizing that they may indeed be pawns in
one of the Wadi games. A door opens revealing a Wadi party in a
smoke-filled room. Falow and other revelers carry drinks. The
officers begin to cough violently form the smoke, until Bashir
discovers the drinks are really an antidote. A back door to the room
opens, and Falow announces the proclamation of Shap Four. The party
vanishes and the officers exit through the door. Back at Quark's,
huge reactions with the success. A larger pile of jewels is shoved
toward a happy Quark, while Odo watches with displeasure.
Discovering a strange bi-polar current aboard the Wadi vessel, Odo
finds a room on the ship that emits a blinding light. He enters the
chamber, and suddenly appears in Quark's. Odo tries to break up the
game. But Falow, knowing that Odo is putting the pieces together,
tells Quark the game must continue or he will lose his players.
Quark, with Odo's prodding, decides to continue his game pieces
along the safer path. He rolls the dice. The Wadi gasp, and Falow
announces that it is an unfortunate roll. In the maze, the officers
hear a weird energy surge building, which becomes an ominous
swirling field which they try to elude. But Bashir is caught by it
and swept away. Back to the game, the Bashir game piece is placed in
a holding area on the board. Quark decides to gamble, despite Odo's
protestations, and take the pieces on a shortcut, hoping to end the
game in one move. The chance doesn't work, though. The resulting
dice roll causes Falow to declare that Quark must sacrifice one game
piece so that the other two may live. Quark begs to not be forced
into picking a piece. Falow leaves it for the board to determine at
random. As the final wagers are placed, Sisko, Dax, and Kira
continue wandering through the corridors. They hear Bashir, shouting
he's found the way home. Following his voice, they enter a cavern.
The ground begins to shake, causing Dax to injure her leg. Falow
again appears, telling them to go to Shap Six. Not finding Bashir,
the officers try to escape, but massive quakes in the cavern open an
abyss into which they fall helplessly. Suddenly, all four of them
find themselves back in Quark's establishment. Falow then informs
them that even though Quark lost, they were never in any real
danger. It was only a game, after all. Sisko and the others realize
this predicament wouldn't have happened if it wasn't for Quark's
cheating. As for whether or not he learned his lesson ...
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