A double-sided weapon is a weapon designed such that both ends can be used to strike opponents. Even though these are large weapons and require two hands to wield, they do not get 150% of the strength modifier added to the damage inflicted; instead, hits from the main end have the normal (full) strength modifier added to damage, while hits from the off-hand end get half that amount added to the damage.
Wielding a double-sided weapon automatically causes one to be dual-wielding, allowing an extra attack (or two) per combat round and incurring the standard dual-wielding penalties. These penalties are not as severe as possible, as a double-sided weapon's off-hand end counts as a light weapon, and they can be further ameliorated (as usual) with the dual wielding feats (two-weapon fighting).
One advantage of using a double-sided weapon instead of two weapons is that both ends inflict base damage comparable to medium-sized (non-light) weapons, yet the attack penalties are those of using a small (light) weapon in the off-hand. Another advantage is that a single spell (such as greater magic weapon) can enchant both ends of a double-sided weapon, whereas it takes two spells to enchant two weapons. The major disadvantage of double-sided weapons is that they require two feat investments in proficiencies to equip; Exotic Proficiency and Double Weapon Proficiency. They also necessitate a weapon switch if a shield becomes desired in some circumstances, which could affect the applicability of weapon-specific feats (such as weapon focus).
A shield bonus can be added to the weapon. This effectively means that a double-sided weapon user with good gear has no issues getting a reasonable Armor Class. As of May 2017, this has reverted to a Deflection bonus. Monkey gripping an actual shield has also been disabled. Using a double weapon now represents a huge sacrifice of AC for damage.