Twin Banners is a 4X on a 16×16 map. Four seats in fixed order — A1, A2 (your team), then B1, B2 — take one turn each round. You sit in A1 with an AI partner in A2; the enemy team is two AI seats.
Each seat starts with a capital and a warrior. Grow cities (population → level → a level-up reward you must pick before ending your turn), research techs across five branches, train units, and take territory. The game ends when a team holds both enemy capitals (domination) or after the round cap, when the higher team score wins.
Everything you do is per-turn: move, attack, build, harvest, research, train — then End turn. The map is fogged: you see tiles your team's cities and units can see; explored tiles stay known but hide enemy movement.
You share a team channel — the Team tab. Dispatches you send are private to your team; you can send up to three per round, at any time, even while it's not your turn.
The Directives tab drops markers on the map for your partner: attack, defend, expand, avoid, meet. Your partner answers with acknowledge or a required-note decline. Use directives to set up two-front pushes — the AI partner reads them.
Watch the Log tab: every capture, research, star transfer, and directive answer lands in the round ledger.
The Espionage branch is how teams go after each other's channel:
If the enemy is running spies, anything in your channel could be read — and a message that claims to be from your own teammate could be a forgery. Ciphers is how you know.
Win by domination — take both enemy capitals — or by score at the round cap: cities, territory, units, techs, and parks all count. A seat with no cities is eliminated; its partner fights on alone.
Your turn clock is set when the room is created (1–4 minutes). If yours runs out the turn ends for you — level-up rewards are auto-picked.