Narrative Web

Poker Night Interrupted — From Raise to Red Alert

A casual seven‑card stud in Data's quarters snaps into Starfleet emergency: Worf coldly raises fifty, unsettling the table and reinforcing his austere dominance, Data supplies literalist commentary, and Pulaski risks her last chips. Before the next hand resolves, Starfleet issues a Class Eleven emergency to Riker. The players dump cards and sprint for duty — an abrupt tonal and tempo shift that functions as a turning point, converting domestic friction into immediate operational stakes and foreshadowing Worf's uncompromising role in the crisis.

Plot Beats

The narrative micro-steps within this event

1

A class eleven emergency from Starfleet slams through the com; the players dump their cards and surge for the door. Riker answers on the move, snapping the room from leisure to mission.

leisure to urgency

Who Was There

Characters present in this moment

5

Playful and flirtatious that shifts to mild irritation at the loss, then quickly becomes composed and purposeful when duty calls.

Flirts and plays aggressively, pushes her final chips to meet Worf's raise, banters after losing the hand, then immediately stands and exits to duty when the Class Eleven call sounds.

Goals in this moment
  • Win the pot and humiliate Worf playfully.
  • Maintain social rapport and assertiveness among peers.
  • Preserve professionalism by responding promptly to the emergency.
  • Protect her remaining resources (chips) — but take a calculated risk.
Active beliefs
  • Confidence and boldness are effective social tools.
  • Risk-taking yields reward in social/competitive contexts.
  • Crew leisure is valuable but subordinate to Starfleet orders.
  • Worf's stoicism is more performative than personal vulnerability.
Character traits
competitive bold vivacious professionally competent
Follow Katherine Pulaski's journey

Analytical and neutral — engaged in social ritual as data gathering and rule enforcement rather than emotional participation.

Functions as dealer and literal commentator: explains 'bend' and 'fold', shuffles and deals the cards, states the game's rules, and remains an unemotional observer as the game and then the emergency unfold.

Goals in this moment
  • Ensure the game proceeds by the rules and that everyone understands them.
  • Observe crew behavior in a social setting.
  • Provide reliable process and continuity as a social anchor.
  • Be prepared to shift roles if operational needs arise.
Active beliefs
  • Language and rules ought to be precise.
  • Random chance explains outcomes and should be noted.
  • Social rituals can be catalogued and described.
  • Duty and protocol will be followed when signaled.
Character traits
literal procedural observant detachedly social
Follow Data's journey

Controlled and imperturbable on the surface — satisfaction at victory withheld behind Klingon reserve; focused on procedure rather than social warmth.

Calmly counts and commits a dramatic fifty‑chip raise, adds extra stacks to assert dominance, reveals a full house, silently takes the pot, collects cards for the next deal, and, after the emergency call, delivers the clipped cultural line 'Klingons never bluff.'

Goals in this moment
  • Win the hand and augment his stack.
  • Assert personal and cultural dominance at the table.
  • Maintain concentration and ritual (game as test of will).
  • Be ready to transition to duty without emotional distraction.
Active beliefs
  • Games are a measure of strength and should be treated with seriousness.
  • Showing emotion or levity undermines discipline and advantage.
  • Klingon code governs behavior (e.g., bluffing is dishonorable).
  • Duty supersedes social interaction, so remain composed until called.
Character traits
stoic disciplined intimidating ritualistic
Follow Worf's journey

Light, teasing and competitive during play; shifts to efficient, duty‑oriented focus when the emergency arrives.

Begins the scene bantering and betting, evaluates his hand against Worf's intimidating raise, folds tactically to preserve chips, then immediately answers the ship's comms and moves from leisure to command with 'On my way.'

Goals in this moment
  • Enjoy camaraderie and attempt to win back losses.
  • Avoid unnecessary risk when confronted with Worf's dominance.
  • Maintain readiness to carry out command duties at a moment's notice.
  • Defuse tension with banter while preserving authority.
Active beliefs
  • Social play is necessary for crew morale.
  • Practical judgment should override bravado (fold when appropriate).
  • Chain of command and duty are paramount and interrupt leisure.
  • Worf's behavior may be cultural rather than personal.
Character traits
wry pragmatic observant responsible
Follow William Riker's journey

Good‑natured and relaxed during play, slightly uneasy when stakes rise, amused/uncertain about Worf's sincerity, then businesslike as he leaves for duty.

Adds chips and light banter early on, folds when stakes escalate, jokes with Worf after the emergency about bluffing, and prepares to move from socializing into operational mode as the group exits.

Goals in this moment
  • Enjoy downtime and bond with colleagues.
  • Avoid heavy losses by folding when necessary.
  • Contribute humor to defuse tension.
  • Transition quickly to assist in ship operations.
Active beliefs
  • Camaraderie is essential for crew cohesion.
  • Worf's actions can be both literal and culturally driven.
  • One should not take social rituals too seriously when duty may intrude.
  • Light teasing helps normalize stress.
Character traits
friendly self‑effacing supportive practical
Follow Geordi La …'s journey

Objects Involved

Significant items in this scene

5
Data's Poker Chips

The chips serve as both literal currency for wagers and a visual indicator of power: Worf's larger stacks intimidate, Pulaski pushes her last chips to stay in, and Worf ultimately gathers the consolidated pot to demonstrate dominance and end the hand.

Before: Several neat personal stacks on the table; Worf …
After: Chips swept together into Worf's control and neatly …
Before: Several neat personal stacks on the table; Worf possessed the largest aggregate pile visibly staking psychological advantage.
After: Chips swept together into Worf's control and neatly restacked on his side of the table, representing his victory and leaving Pulaski temporarily chipless.
Data's Quarters Door

Data's quarters door functions as the exit conduit: after the emergency call, the group crosses the threshold together, converting private space into the point of departure for operational duty and physically marking the shift from leisure to command response.

Before: Closed or quietly poised as the private boundary …
After: Opened and passed through by the officers as …
Before: Closed or quietly poised as the private boundary of Data's quarters while the game continues inside.
After: Opened and passed through by the officers as they exit in response to the emergency, leaving the quarters empty.
Deck of Playing Cards (Enterprise Poker Deck)

The deck is shuffled and dealt by Data to regulate the game; cards are revealed to resolve the hand (Worf's full house), then hastily thrown back onto the table when the emergency call interrupts play, stopping ritualized progression.

Before: In Data's hands being shuffled and dealt into …
After: Cards are dumped onto the table mid‑hand as …
Before: In Data's hands being shuffled and dealt into active play; cards arranged for each player's seven‑card stud hand.
After: Cards are dumped onto the table mid‑hand as players spring to their feet, leaving the deal interrupted and cards scattered.
Poker Pot (Crew Stakes)

The central poker pot collects individual bets and becomes the focal prize; Worf physically scoops the pot after revealing his winning hand, providing a tactile punctuation to his victory and social authority before the emergency call severs the moment.

Before: A modest communal pile at the center of …
After: Pot has been claimed by Worf and stacked …
Before: A modest communal pile at the center of the table composed of the current hand's wagers.
After: Pot has been claimed by Worf and stacked on his side; the pot remains on the table as play is interrupted by the emergency.
Poker Table (Data's Quarters)

The poker table acts as the physical stage for social dynamics: cards, chips, and banter are concentrated here. It focuses intimacy, delineates personal space, and then becomes the abandoned locus of interrupted leisure when the team rushes to duty.

Before: Cleared and organized for seven‑card stud with cards, …
After: Left with scattered cards and remaining chips as …
Before: Cleared and organized for seven‑card stud with cards, chips, and a central pot arranged for play.
After: Left with scattered cards and remaining chips as players leap up and exit; the table remains a paused domestic tableau.

Location Details

Places and their significance in this event

2
Main Bridge

The bridge is the off‑stage origin of the Class Eleven emergency signal; though not visually present in the scene, its clipped comms and procedural authority immediately reconfigure the poker gathering into an operational unit and redirect the characters toward command responsibilities.

Atmosphere Implied urgency: terse, procedural, and electrically charged by status chimes and the weight of command.
Function Command and communications hub; source of the call that terminates leisure and initiates mission response.
Symbolism Embodies institutional authority and the inescapable public duty that supersedes private respite.
Access Restricted to duty personnel and chain of command when operational; communications from the bridge can …
A clipped female com voice announcing the emergency. Status chimes and instrument ticks implied as background to the call. Warp/tractor/ops terminology implied though offstage.
Data's Quarters

Data's quarters serve as an intimate, low‑lighting social salon where rank softens and personal dynamics play out; it is the stage for the poker ritual that reveals character tensions and is then ruptured by the Class Eleven call, turning domestic camaraderie into a staging ground for immediate duty.

Atmosphere Warm, convivial and teasing during play; taut and startled at Worf's raise; then instantaneous urgency …
Function Meeting point for off‑duty social interaction and the incidental staging area from which officers transition …
Symbolism Represents crew intimacy and temporary reprieve from command responsibilities; its violation by the emergency underscores …
Access Informal social space — effectively limited to invited officers present at the table, not a …
Low lighting and quiet hum of consoles creating an intimate feel. Clicking of chips and soft rustle of cards as key auditory motifs. The door as a narrow threshold to the corridor and ship operations. A small table crowded with personal stacks and a central pot.

Narrative Connections

How this event relates to others in the story

What this causes 9
Callback medium

"The poker maxim pays off ironically when K'Temoc yields to Worf's uncompromising posture—whether bluff or not, Klingon resolve wins the day."

Crossing the Bow — Worf's Command by Shame
S2E20 · The Emissary
Callback medium

"The poker maxim pays off ironically when K'Temoc yields to Worf's uncompromising posture—whether bluff or not, Klingon resolve wins the day."

Worf's Klingon Gambit — Command Without Blood
S2E20 · The Emissary
Callback medium

"The poker maxim pays off ironically when K'Temoc yields to Worf's uncompromising posture—whether bluff or not, Klingon resolve wins the day."

Worf's Klingon Command: Shame and Surrender
S2E20 · The Emissary
Foreshadowing

"Worf's 'Klingons never bluff' at poker foreshadows his brinkmanship on the viewscreen when he raises the threat of firing to force compliance."

Worf's Klingon Gambit — Command Without Blood
S2E20 · The Emissary
Foreshadowing

"Worf's 'Klingons never bluff' at poker foreshadows his brinkmanship on the viewscreen when he raises the threat of firing to force compliance."

Crossing the Bow — Worf's Command by Shame
S2E20 · The Emissary
Foreshadowing

"Worf's 'Klingons never bluff' at poker foreshadows his brinkmanship on the viewscreen when he raises the threat of firing to force compliance."

Worf's Klingon Command: Shame and Surrender
S2E20 · The Emissary
Symbolic Parallel medium

"Worf's cool victory at poker mirrors his psychological outplaying of K'Temoc—discipline over passion secures the win."

Crossing the Bow — Worf's Command by Shame
S2E20 · The Emissary
Symbolic Parallel medium

"Worf's cool victory at poker mirrors his psychological outplaying of K'Temoc—discipline over passion secures the win."

Worf's Klingon Gambit — Command Without Blood
S2E20 · The Emissary
Symbolic Parallel medium

"Worf's cool victory at poker mirrors his psychological outplaying of K'Temoc—discipline over passion secures the win."

Worf's Klingon Command: Shame and Surrender
S2E20 · The Emissary

Themes This Exemplifies

Thematic resonance and meaning

Key Dialogue

"WORF: "I raise fifty.""
"FEMALE COM VOICE: "Bridge to Commander Riker. We are receiving a class eleven emergency signal from Starfleet Command.""
"WORF: "Klingons never bluff.""