Both flank players rush their opposing player. If the rushes were performed reasonably then the flanks would have a slight advantage. The opposing pocket player will only be able to help one flank. This leaves you with one strong flank and one weak flank but with a very strong pocket. The pocket player can not boom for long because the double flank could collapse. With the extra time the rushes have provided, the pocket can choose between three options. If he chooses to shore up the weak flank, both sides should have a small advantage. Another alternative is to take the attack to the opposing pocket player with a strong attack around 9-15 minutes; this will relieve the weak flank and take a significant advantage in the centre. Finally, the pocket player can choose to leave the weak flank to struggle and finish off the other flank. This is risky as you could easily lose a teammate. You should still be in a better position but now you will be fighting a 2v2, though now with two strong positions against one strong and one weak with an imminent attack on that strong player.
If one of the rushes fails then you will have a weak flank and a strong flank. Your pocket should be stronger than the opposing pocket as you have not had to emergency respond, but now you will have to or you will lose one of your weak flanks.
Two flanks perform rushes while the pocket player booms a little to take advantage of the disruption.
Best on small land maps like Australian Outback. Nations are very critical in this, while a good rush nation is a clear advantage, the nations of your opponents it is more important as some are near un-rushable.
With the strategy relying on two rushes success, the chances of getting a hard opponent through random nations is high.
Risk: High
Effectiveness: High