Resource management
The U.S. player receives 7 CAPs per Round to spend on unit actions.
In Firefight 7, the U.S. player is allocated 7 Command Action Points (CAPs) per Round. CAPs are spent to activate and perform actions with U.S. units, such as moving or firing. Unspent CAPs do not carry over between Rounds.
Turn structure
The U.S. side has initiative in Round 1, determining who acts first.
In Firefight 7, the U.S. side holds initiative in Round 1. The side with initiative activates first each Round. Initiative may shift based on scenario rules or card effects in subsequent rounds.
Drawing
The U.S. player draws 1 card in Round 1 and 1 card at the start of each Round thereafter.
The U.S. player receives 1 Action or hand card in Round 1. At the beginning of each subsequent Round, the U.S. player draws 1 additional card. These cards may provide special actions, bonuses, or options during the player's turn.
Card play
The Japanese AI is driven by Order Cards 3–43 and Action/Bonus Cards 2–13 and 30.
The Japanese side is controlled by an AI system. Japanese AI actions are determined by Order Cards (deck built from cards 3–43) resolved each Round, and Action/Bonus Cards (cards 2–13 and 30). Each Round's Order Card dictates specific AI behaviors such as movement, firing, rallying, or special events.
Setup
In Round 1 (Start Mission), reinforcements enter the map.
The Order Card for Round 1 is labeled 'Start Mission.' When this card is resolved, reinforcing units enter the map according to the scenario's reinforcement rules. Both sides' starting forces are deployed at this point.
Scoring
On Rounds 5, 9, and 13, all sides score Victory Hex H3-17.
At the end of Rounds 5, 9, and 13, all sides score Victory Hex H3-17. The side that controls H3-17 at the moment of scoring gains the associated victory points. This hex is scored three times during the mission.
Special
Round 6 Swift Action: The AI performs 2 Order Card Actions in a row, drawing a new Order Card for the second action. Then it is the Player's turn.
When the Round 6 Order Card (Swift Action) is resolved, the AI immediately performs 2 Order Card Actions consecutively. For the second action, a new Order Card is drawn to determine what the AI does. After both AI actions are completed, control passes to the U.S. player for their turn.
Special
Round 7 Scout Teams: Before playing the Order Card, reveal hidden Units within LOS and 3 hexes of the Control Marker.
Before the Round 7 Order Card (Scout Teams) is executed, all hidden Units that are within Line of Sight (LOS) AND within 3 hexes of the Control Marker are revealed. After this reveal step, the Order Card action is then played normally.