
WoF ︱ Hillmate
(Copied from variants.world):
As @qilp mentioned, the red pieces' interaction with yellow is a pretty genius concept for setting move limits. However, the nature of this variant with Blue having free reign over attacking Green (even with the n-check values) makes it too heavily unbalanced.
Because of this, this WoF is:

https://www.chess.com/variants/custom/game/56776808/0/4
https://www.chess.com/variants/custom/game/56776956/0/2
https://www.chess.com/variants/custom/game/56776362/0/4
https://www.chess.com/variants/custom/game/56775594/0/2
https://www.chess.com/variants/custom/game/56773273/0/4
https://www.chess.com/variants/custom/game/56750523/0/2
https://www.chess.com/variants/custom/game/56748262/0/4
https://www.chess.com/variants/custom/game/56674130/0/4
https://www.chess.com/variants/custom/game/56673787/0/2
https://www.chess.com/variants/custom/game/56661899/0/2
https://www.chess.com/variants/custom/game/56634354/0/2
https://www.chess.com/variants/custom/game/56633695/0/4
https://www.chess.com/variants/custom/game/56633173/0/2
Here Blue works to attack Green and Red, as blue has the advantages of promotion and home rank for pawns which green does not have. However blue has 9 check while red's king can move independent of green, the tradeoff for blue is that Yellow is set up to get to the king of the hill squares if Blue can buy tempo off of Red. This is done by checking in a convenient time so as to make red move instead of attacking yellow, which will allow yellow to first take the camel-rider, then red must be forced to move their other pieces so they are left undefended and yellow can reach the hill.