Picture this (In WFT II) :Green resigns, and then Red has a clear path to the center and their kings can just easily secure the center. Fragility could be worse.
What is the Best Hyper Mode? (Analysis)
I gotta disagree with you on something here Box. Although I love War for Throne, the fragility factor is actually quite immense (in any mode, but especially hyper). This is because when a player dies, someone (usually their right) will get the mate on them, and their left will be advantaged because there is nobody to stop the left's passage into the center. The dead player's opposite, however, suffers immensely: he has to fight on 2 fronts to get into the center, which already dwindles his material, and then, if he does manage to establish a stable center presence, any signs of aggression will result in him getting brutally teamed. (Yes, any player can get teamed on, but if a guy is near you, it's much more convenient to attack him, right?). I can speak with experience, this having happened to me in a number of games (even when everyone's rating is much lower than yours).
This isn't to say that fiesta comes close to WFT - I could make a huge, and I mean huge, forum on why I think fiesta has some flawed game mechanics- but I don't have the time right now
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Fiesta is about ten times better than WFT for the following reasons. The first one has been explained by ChessmasterGS and the second one is that in fiesta all of the pieces are gone at the end of the game and their are way more tactics in fiesta. And number three all WFT is is just a bunch of kings moving around to attack opponents and to take control of the center there are no real tactics involved and there are many pieces at the end of the game.
Oh no... I've started a war...

Alright, so I guess my fragility report for WFT II was too optimistic. That puts fiesta in clear first, but of course, the evaluations are subjective lol. Why don't yall explain your opinions? *reasons* is not a convincing argument; there are pros and cons for both sides, and you have to consider everything. So if you want to change anyone's mind, talk about how you would rate each variant with these criteria and why, or add other objective criteria, or explain why some criterium is more important than others.... etc. Every game has flawed game mechanics; it's ridiculous to think that any variant has been perfected, even one as old as WFT II.
There are four main objective factors to consider, in no particular order:
Beginner-Friendliness: the learning curve of the mode
Complexity: nuances unrelated to time that can help stronger players beat weaker players
Fragility: how much a troll or a quick resign/flag affects the game
Flexibility: the number of different game-plans one can use to play for a win in the game mode
Now for some analysis!
This is not a ranking post. I am trying to single out the BEST hyper mode, not rank them.
First, let's narrow it down to a few modes that can be compared deeply. We should remove all fairy piece variants as contenders. Although HOTH and The Four Horsemen and other fairy piece variants are cool, they all get an F for beginner-friendliness, for obvious reasons. Same goes for antichess hyper variants.
Next: Let's remove the standard ones. The classic hyperbullet mode, but they have problems with beginner-friendliness and fragility. In particular, FFA gets C in beginner-friendliness and D in fragility. Teams gets F in beginner-friendliness and B in fragility. Solo gets D in beginner-friendliness and F in fragility. They are not exactly outstanding in the other fields either, so they go down.
Now, I could go through all the niche unpopular hyper-variants, but ain't nobody got time for that. Instead, let's just remove them all as contenders; they are unpopular for a reason, and that reason is usually about beginner-friendliness, flexibility, and boringness. I didn't include boringness as an actual criterium because it's ultra-subjective, but when a variant is unpopular, that means most people think it's boring. So we are left with only the popular hyper-variants. What are these? The famous infamous hYbEr FiEsTa, and the legendary supersonic-submarine-powering War for Throne II (how's Zambia?), both of which score highly in all criteria. Onto the final comparison!
Beginner-friendliness: WFT II gets an A. Flexible opening choices and short moves allow beginners to pick up the game easily, not needing superfast mice or internet speed. They can watch one game, and understand that the main idea is to shove stuff towards the center. On the other hand, Hyper Fiesta gets a B. Same short moves, but there are only a few openings that are playable; everything else is pretty bad. Someone observing a high-level fiesta game might not be able to understand how to play as high-levels play very differently than beginners, and the game is based around interaction with others.
Complexity: WFT II gets a B. When I first saw the position, I would've given it an F, but there are surprisingly many nuances in the deceptively simple position. That being said, most of them are about wasting your left's time, so I can't give it an A. Hyper Fiesta gets an A; there are many, many tricks (I might make a post about them sometime) that require experience to carry out.
Flexibility: WFT II has 2 main ways to win. Flagging, and KOTH. Mating does not count since that is only a way of getting/securing 2nd. Not great, B. Hyper Fiesta has flagging, points by trades, or advanced king-hunt tricks. 3 ways, Fiesta gets an A.
Fragility: WFT II is basically the king of this (pun not intended). If people resign, the game doesn't get affected too much because the game is based on KOTH, not mates. It's hard to imagine how someone would troll in WFT II, and it gets A. Fiesta has a lot of room for trolling. Although some of us like that, it puts fiesta at B since it doesn't mind resignations.
WFT II: A, B, B, A
Hyper Fiesta: B, A, A, B
In my opinion, flexibility is the most important of these criteria, and fiesta is more popular. But it's pretty subjective; you can call either of these the best variant. After all, fiesta never powered any underwater transportation devices.
Feel free to add more criteria or disagree with evaluations in the comments. Also, tell me what you think the best hyperbullet mode is, and why.