diff --git a/SVSim.BattleNode/Protocol/Bodies/PlayActionsBroadcastBody.cs b/SVSim.BattleNode/Protocol/Bodies/PlayActionsBroadcastBody.cs
index fcf477f..c639733 100644
--- a/SVSim.BattleNode/Protocol/Bodies/PlayActionsBroadcastBody.cs
+++ b/SVSim.BattleNode/Protocol/Bodies/PlayActionsBroadcastBody.cs
@@ -7,13 +7,15 @@ namespace SVSim.BattleNode.Protocol.Bodies;
/// the deterministic-turn slice). OppoTargetList is the renamed targetList
/// (independent of KnownList — a targeted hand play carries both). KeyAction forwards a
/// choice/Discover play's {type,cardId} so the opponent renders the choice-token generation;
-/// the pick (selectCard) is stripped for a hidden (open:0) draw-to-hand choice. All three are
+/// the pick (selectCard) is stripped for a hidden (open:0) draw-to-hand choice. UList
+/// forwards the sender's unapproved-movement list (deck-sourced summons/fetches) verbatim. All are
/// omitted when null via the envelope's WhenWritingNull policy (a vanilla play carries none).
public sealed record PlayActionsBroadcastBody(
[property: JsonPropertyName("playIdx")] int PlayIdx,
[property: JsonPropertyName("type")] int Type,
[property: JsonPropertyName("knownList")] IReadOnlyList? KnownList,
[property: JsonPropertyName("oppoTargetList")] IReadOnlyList? OppoTargetList,
+ [property: JsonPropertyName("uList")] IReadOnlyList? UList = null,
[property: JsonPropertyName("keyAction")] IReadOnlyList? KeyAction = null) : IMsgBody;
/// Opponent-facing keyAction entry for a choice/Discover play. type/cardId
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
index 92eba7e..346e09c 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
@@ -42,11 +42,18 @@ internal sealed class PlayActionsHandler : IFrameHandler
var played = KnownListBuilder.BuildPlayedCard(deckMap, playIdx, orderList);
var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault("targetList"));
+ // Deck-sourced movements (fetch / search / summon-from-deck) ride the uList — a verbatim,
+ // separate receive slot the node forwards unchanged (bullet-3 audit F1). The node makes no
+ // reveal decision; cardId presence is the sender's call. Coexists with the synthesized
+ // knownList in the same frame (capture line 75).
+ var uList = KnownListBuilder.RelayUList(entries.GetValueOrDefault("uList"));
+
var body = new PlayActionsBroadcastBody(
PlayIdx: playIdx,
Type: type,
KnownList: played is null ? null : new[] { played },
OppoTargetList: oppoTargets,
+ UList: uList,
// {type,cardId} forwarded so the opponent renders the choice token; selectCard dropped
// when open==0 (hidden draw-to-hand pick). Null for a vanilla play (no keyAction).
KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction));
diff --git a/SVSim.UnitTests/BattleNode/Sessions/BattleSessionDispatchTests.cs b/SVSim.UnitTests/BattleNode/Sessions/BattleSessionDispatchTests.cs
index 3700801..164792e 100644
--- a/SVSim.UnitTests/BattleNode/Sessions/BattleSessionDispatchTests.cs
+++ b/SVSim.UnitTests/BattleNode/Sessions/BattleSessionDispatchTests.cs
@@ -249,6 +249,58 @@ public class BattleSessionDispatchTests
Assert.That(pb.OppoTargetList[0].IsSelf, Is.EqualTo(0));
}
+ [Test]
+ public void Pvp_PlayActions_relays_uList_verbatim()
+ {
+ // A deck-fetch rides the uList (battle-traffic_tk2_regular.ndjson:75); the node forwards it
+ // verbatim alongside the synthesized knownList for the played card.
+ var (s, a, b) = NewPvpSession();
+ DriveToAfterReady(s, a);
+ DriveToAfterReady(s, b);
+
+ var body = MoveOrderList(idx: 3, from: 10, to: 20);
+ body["playIdx"] = 3L;
+ body["type"] = 30L;
+ body["uList"] = new List