diff --git a/SVSim.UnitTests/BattleNode/Integration/CaptureConformanceTests.cs b/SVSim.UnitTests/BattleNode/Integration/CaptureConformanceTests.cs
index fc780b3..35234ec 100644
--- a/SVSim.UnitTests/BattleNode/Integration/CaptureConformanceTests.cs
+++ b/SVSim.UnitTests/BattleNode/Integration/CaptureConformanceTests.cs
@@ -31,19 +31,18 @@ namespace SVSim.UnitTests.BattleNode.Integration;
/// BattleFinish frame is played immediately whether or not it carries a playSeq).
/// The check is on *body shape*.
///
-/// Coverage: a single Scripted session emits all ten server-authored URIs
+/// Coverage: a two-client PvP session emits all ten server-authored URIs
/// (InitNetwork, Matched, BattleStart, Deal, Swap, Ready, TurnStart, TurnEnd, Judge,
-/// BattleFinish). PvP uses the same
-/// builders for the handshake/mulligan frames, so this transitively covers the PvP handshake shape
-/// too. Forwarded frames (PlayActions / TurnEndActions / ChatStamp / TurnEndFinal) relay the
+/// BattleFinish). PvP authors the handshake/mulligan frames through the same shared
+/// builders, and the turn cycle
+/// (TurnStart/TurnEnd/Judge) falls out of the real two-client handover. Forwarded frames
+/// (PlayActions / TurnEndActions / ChatStamp / TurnEndFinal) relay the
/// client's own bytes verbatim, so their shape is the client's contract, not ours — out of scope
/// here.
///
[TestFixture]
public class CaptureConformanceTests
{
- private const long ViewerId = 906243102L;
-
// Top-level keys that are envelope/transport, not body shape. Excluded from the comparison
// at the root level only (nested objects never contain these).
private static readonly HashSet IgnoredEnvelopeKeys = new()