

We are in orbit above Turkana IV, an Earth colony that severed relations with the Federation nearly fifteen years ago. Despite this, Picard orders Riker to assemble an away team.Īct One " Captain's log, supplemental. The colony is infamous for being lawless: the USS Potemkin was the last Federation ship to contact the outpost in 2361, and was warned that any intruder entering the colony would be killed. Data can however detect an escape pod trail, which is leading to the colony. They arrive in transporter range just a second too late, witnessing the freighter explosion. Picard orders Ensign Bennett to increase the Enterprise's speed to warp 9.6, although the engines have already exceeded recommended limits. The sound of an explosion makes Tan Tsu inform the crew that it is now three minutes to core breach and thanks the Enterprise for trying to rescue them. On the bridge, an audio message is received from the Arcos engineer Tan Tsu, explaining that a warp drive breach is to go critical in just five minutes. The Enterprise has bypassed its scheduled archaeological survey of Camus II in response to a distress call from the Federation Freighter Arcos which has assumed an emergency orbit around Turkana IV – birthplace of our late comrade, Tasha Yar." In that moment, Captain Picard calls and informs them that the USS Enterprise-D has received a distress call. His gamble having utterly failed, Riker is left chagrined as the triumphant Data rakes in all the chips for himself. By keeping track of it, he was able to have Data remove or keep cards at his choosing until Data's card was the only one left. Data is however hardly impressed, explaining that he saw that Riker had kept the edge of his left thumb on the card and shuffled so it was on top. After shuffling and manipulating the cards several times, Riker makes Data pick the same Jack again, to Troi's surprise. Troi cautions Data from doing this and although he values her advice, the android accepts and adds all his chips with Riker's as Riker barely keeps from laughing out loud, believing he'll have an easy win.Īs instructed by Riker, Data pick a card (the Jack of Hearts), and puts it back in the deck without showing him. Noticing that they are comparable in poker skill, Riker offers to challenge Data with a magic trick, betting all his chips in to a pot that he will retrieve any card Data will pick – with Data's help. Data raises the stakes, and makes Riker leave the hand. Troi and Worf are not having much luck, as most of the chips are shared between the two commanding officers. Riker, Data, Troi, and Worf are playing poker.
