A targeted hand-play (PLAY_HAND_SELECT, opcode 31) and a choice play (PLAY_HAND +
keyAction type Choice) both resolve headless through the recovery receive conductor
with NO new shim/view fills — the 4a/4b view seeds (DetailPanelControl, _inPlayFrameEffect,
_playerInfoPair, HeadlessConductorVfxMgr) already cover the target/choice surface, because
the recovery path resolves targets/choices from the wire frame without the interactive
select UI, and the damage/token VFX execute through the existing top-level InstantVfx path.
Fixtures (cards.json, full skill mechanics):
- single-target: 100414020 (cost-1 Dragoncraft spell, when_play damage=2 to a selected
enemy unit). Asserts the enemy 1/4 (101411060) drops to life 2 — exact magnitude, survives.
- choice: 127011010 (cost-1 Neutral choice follower, choose 1 of 2 tokens to add to hand).
Asserts the chosen token (B) lands in hand and the un-chosen token (A) does not — decisive
about WHICH branch resolved. Wire keyAction shape cross-checked against a real capture of
this exact card (battle_test/rng/battle-traffic_cl1.ndjson); the receiver consumes a flat
selectCard list (ConvertToListInt).
Drivers: NodeNativeBattleHarness.TargetedPlayBody (reuses the {targetIdx,vid,selectSkillIndex}
target shape proven by AttackBody) + ChoicePlayBody. Zero Engine/*.cs edits (drift clean).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>