Does ice automatically reactivate itself?

By ddbrown30, in Shadow of the Beanstalk

Semi-related to my other question, does broken ice automatically reactivate itself when it's able (by default, at the end of the runner's next turn) or does it require a sysop to do it manually? The rules seem to imply that it requires a sysop.

Per the FAQ:

Question: When a runner successfully breaks a piece of ice, does it reactivate at the end of the runner’s next turn automatically? Or does a sysops have to reactivate it manually?

Answer: When the ice is deactivated, it reactivates automatically at the end of the runner’s next turn. Until that time, it cannot be reactivated by any means, including a sysops performing the enact command maneuver.

On 9/2/2020 at 10:41 PM, c__beck said:

Per the FAQ:

Question: When a runner successfully breaks a piece of ice, does it reactivate at the end of the runner’s next turn automatically? Or does a sysops have to reactivate it manually?

Answer: When the ice is deactivated, it reactivates automatically at the end of the runner’s next turn. Until that time, it cannot be reactivated by any means, including a sysops performing the enact command maneuver.

That means it's impossible for a hacker to successfully hack anything without help from another hacker.

At the end of the runner's next turn. So you break on one turn and then access on the next. And don't forget that advantage can be spent to increase the time the ice is broken.

1 hour ago, WolfRider said:

That means it's impossible for a hacker to successfully hack anything without help from another hacker.

Untrue! Per SotB130, each advantage spent keeps the ice down for an additional round.