In 2365, Kolrami is assigned to the Enterprise to conduct war games requested by Captain Jean-Luc Picard, who is concerned that his ship and crew be ready for the inevitable incursion of the Borg. Kolrami, understanding this grave threat, devises an unusually challenging scenario for the crew: a special team is to beam over to the U.S.S. Hathaway, an 80-year-old derelict starship in the Braslota star system. The team must make the Hathaway battle-ready in a mere 48 hours, at which time the Enterprise will attack. The ensuing mock battle will then be scored and evaluated.
Kolrami enjoys setting up such tests for Starfleet personnel. The art of strategy is his life's work, and he considers himself the best. Kolrami's major weakness is his ego, which blinds him to the value of any strategies other than his own. For example, Commander William Riker, in charge of the Hathaway team, has a unique command style, which Kolrami openly criticizes until Picard is forced to silence him. The Zakdorn's attitude is one of superiority -- but when the test goes wrong, and Riker's unorthodox strategies save the day, Kolrami is forced to admit that maybe he was wrong.
Lieutenant Commander Data affords the Zakdorn another type of lesson, one with which Kolrami has great difficulty coping. Data is maneuvered into challenging Kolrami to a game of Strategema, despite the fact that Kolrami is a third-level Grand Master. Even against a formidable android opponent, Kolrami is sure he'll win. He does win, but he is smug about it, enough that Data challenges him to a rematch. However, Data's new strategy for playing the game isn't what Kolrami expects. Data simply keeps the Zakdorn caught in a perpetual stalemate, which infuriates Kolrami into showing his worst side -- the arrogant child in him who cannot tolerate defeat -- and quits the game in utter frustration.