From R. Mulholland:
Each player takes two mats.
The boards are set up facing each other but staggered (so players alternate turns, obviously). Each hacker starts with 2 secrets and access level one.
Then you play as normal, with one exception, access levels are earned simultaneously by both mats on the team.
From S. Lerbech:
Summary: 1 Dummy player. Plays in rounds. Each round a different player controls the dummy player.
S. Lerbech's explanation.
Three player mats.
Setup like a three player game, with the third mat in between us and a controller token.
Rolled for starting (we tied on security break ins, I know it must be rare )
He started so I got the token.
He took his turn, I took my turn and the third players turn and passed the token to him.
He took his turn, I took my turn, he took the third players turn and passed the token back.
He took his turn, I took....etc etc.
Only added rule: third player couldn't win.
Worked fine. There was some rather tactical decisions based around the 2, 5s and 6s in particular.
The variant for 2p we used is to change the sixth action to just "steal 1 secret" and ignore the "prevent opponent from scavenging" part. We found that with the "prevent scavenge" you just get in a "prevent scavenge loop" whereby it forces the (only) opponent to hack and then they just pick prevent scavenge again if there is a six (it's pretty lame when it keeps going and is only broken when a six is finally not rolled)...