Sabotage Duel

A Sabotage Duel is a type of Duel introduced by HelixReactor. In addition to the two regular players in a Duel (simply referred to here as Duelists), it involves up to two additional players, dubbed Saboteurs. Saboteurs make use of a type of cards that is unique to this Duel mode, Sabotage Cards.

Saboteur
Unlike Duelists, a Saboteur cannot make use of Monsters, Spell/Trap Cards, or the like, and instead their Deck is entirely made of Sabotage Cards. A Saboteur's Deck must contain 20 to 30 cards. During a Match, a Saboteur may make use of a Side Deck, which can contain up to 5 cards.

Field
For each Saboteur participating in a Sabotage Duel, the field includes 4 additional zones to the left and/or right side of the field, named Sabotage Zones. These zones are aligned perpendicularly to the regular to the Spell/Trap and Monster Zones of the regular players. As for the Saboteur's Deck, GY, and Banished Zones, they are perpendicularly to the Extra Monster Zones.

Duel Flow
At the beginning of the game, Saboteurs draw 4 cards. Saboteurs have no turn of their own during the Duel, and therefore strictly rely on card effects in order to draw cards from their Deck, as well as have no hand limit. They don't have Life Points either, and may only win the Duel if they have fulfilled a Success Condition on a Sabotage Mission Card on their side of the field. Saboteurs lose the Duel prematurely if they have met a Failure Condition on a Mission Card on their side if the field, or if they run out of cards in their Deck and cannot draw, in which case the Saboteur leaves the game, and the Duel continues as normal. Some Success Conditions on Mission Cards may only be met after a Duel has ended through regular means (as in, a Duelist wins the Duel), and therefore a Saboteur may effectively steal the win from a Duelist.

Tie break
If two Saboteurs meet their Success Conditions at the same time, both Saboteurs compare the Threat Level of their respective successful Mission Cards. Whichever Saboteur controls the Mission card that has the highest Threat Level wins the Duel. If there's a tie, then whichever Saboteur controls the successful Mission Card that has spent the highest number of turns on the field wins the Duel. If there's a tie still, then the Duel ends in a DRAW for both Saboteurs. Depending on the context, the Saboteurs may have to break this tie by proceeding with a regular Duel.