Or The Ferengi's Pawns
"Is it against Starfleet policy to press a few buttons?"
-Constable Odo
I have to start by stating that "Move Along Home" is the DS9 episode I remember more than any other. Perhaps it was the striking visuals or maybe the conceit of a role playing board game, but regardless, I remembered nearly every turn of the episode. And somehow, my memory did not do its quality justice.
"Move Along Home" manages to leverage the great freedoms of the Star Trek series while breaking away from its older sister's shadow. After all, this is the franchise that had Captain Kirk nailing bright green women and Picard commanding staff from multiple bright blue species. Both the Wadi themselves and the game the four Starfleeters are thrown into are colorful and eye-catching. The decision to build a set where the halls and rooms seem to have the same architecture yet accommodate wildly different twists was very clever, and the overhead shot of Sisko in the triangular room was really well conceived.
Furthermore, the opening scene where the Wadi are far more interested in getting to Quark's than first contact is a refreshing acknowledgment that yes, these overly grown-up Federation types are a bit stiff, and no, the universe is not a study in etiquette. To this point, we have already seen different new races come through the Wormhole, and the writers' choice to demonstrate that not all of them share the same value platform greatly widens their range of future offerings.
And yet, this episode could easily have slid into a TNG rescue-mission pattern. When Odo boarded the Wadi vessel looking for the game's source, it felt like a typical Star Trek resolution where a perfect technological solution saves the day. So you can imagine how surprising it was to see Odo enter that shining doorway, only to reappear in Quark's.
In fact, if I had to criticize this episode in anyway, I would accuse the writers of trying to get too much into their 46 minutes. Quark seemed to realize that the four pieces represented the four missing officers too quickly, and I would have loved to have seen Kira, Dax, and Sisko struggle over losing Bashir a little longer. By the time they sang the rhyme of the hopscotch girl and realized they were playing a game, the episode was half over.
My other quick thoughts:
- I remember my dad used to be disgusted by the Starfleet dress uniform of this era. I used to think the idea of having a dress uniform with some gold scrawl on the lower collar was very cool, but now I agree with my dad: It just looks like a man wearing a dress.
- There are a few tricks the Star Trek writers rely on with comical frequency across the series, such as the tendency of the unknown ensign to be killed on away missions (Family Guy nailed this with the Ensign Ricci aside). Another is how it seems every important conversation a senior officer has is interrupted by the bridge, and Sisko's birds-and-bees talk with Jake is no exception. I know the writers needed a mechanism for Jake to bring his dad's absence to Odo's attention, but I think the station commander's son and chief of security would probably figure out he was missing soon enough.
- Give a lot of credit to the four actors in the game for their work on the rhyme/hopscotch scene. First, Kira and Bashir have to do the always awkward force field shock reaction. But then each of them has to sing the rhyme and complete the sequence, and I think each did an admirable job. The best was Avery Brooks' take on it. The obvious way for an overtly intense Starfleet commander to sing in front of three of his officers would be wrought with embarrassment and discomfort, but Brooks owned it with an enthusiastic New Orleans spin that felt completely believable.
4.5 bars of gold-pressed latinum out of 5