Performs all manual tasks for the offense according to their directions; Butler must be tipped one card by the offense every encounter. If the offense doesn't tip Butler, then butler may do either of the following after destiny has been drawn: aim the hyperspace gate at any planet of Butler's choice where a legal encounter can occur or place the offense's ships on the gate from any of his colonies (although the exact number must be specified by the offense).
Wild: As offense, say "After you, I insist" to cause another player to be offense for you; that player must invite you to ally
Super: Tip is two cards
|Weakens opponents constantly||Annoys other players|
As Butler Edit
Butler is powerful in that it will constantly gain cards while other players will perpetually lose them. Early on tips mean little as most players will have well-stocked foreign colonies, but over time other players will be spread more thinly and not tipping butler becomes a huge risk. Butler can effectively stagnate players from getting too many colonies by pulling their foreign colonies into the encounter or by aiming the gate where a legal encounter can occur where the offense already posses a colony. Once players start tipping Butler its hand will improve while opponents begin to lose strength.
Against Butler Edit
Playing against Butler is a balance between giving the Butler cards or giving up control of an encounter. As a general rule the early game is the best time to refuse to tip as the Butler cannot inflict severe damage early on, but as the game progresses the best strategy is weighing the usefulness of your hand against the loss of foreign colonies. Stocking colonies with more than one ship and sending only one into the encounter is an effective way to deter use of the Butler's power.