"Move Along Home" is the tenth episode of the first season of the American syndicated science fiction television series Star Trek: Deep Space Nine. It was originally aired on American television in syndication on March 14, 1993. Set in the 24th century, the series follows the adventures on Deep Space Nine, a space station located near a stable wormhole between the Alpha and Gamma quadrants of the galaxy. In this episode, the Wadi, a group of aliens from the Gamma Quadrant, pay a visit to Deep Space Nine; they challenge the bartender Quark to play a board game in which the lives of the station's crew appear to be at stake. The episode has gained notoriety as one of the worst episodes of the series. Plot Deep Space Nine makes first contact with a Gamma Quadrant species known as the Wadi. Upon arriving, the Wadi head straight to Quark's bar. When the Wadi leader, Falow, realizes Quark has rigged a gambling table against them, he convinces Quark to play "an honest game". Meanwhile, the station's senior officers Commander Sisko, Dr. Bashir, Major Kira, and Lt. Dax find themselves in a bizarre labyrinth. Security chief Odo finds them missing from the station; he and Quark come to realize that the missing officers are part of the game Quark is playing. In the game, the officers are faced with bizarre and deadly puzzles. On the second level they find a young girl singing a rhyme and playing a version of hopscotch; a force field prevents them from crossing the room, until Dax realizes that to get through the force field they must sing the song and copy her hand gestures. On the third level they find themselves at a party in a room filling up with a deadly gas; only by drinking the partygoers' drinks can they survive. Later, one piece is removed from the game, and Bashir disappears from the maze. Quark is faced with a choice between a shorter, more difficult path or a longer, easier one for his remaining players. He chooses the shortcut, explaining that with risks to his players involved in every move, advancing them home as soon as possible is the wiser choice. However, the results of his next roll force him to sacrifice one of his players. Quark begs Falow not to make him choose, so the game chooses at random. On the sixth level,