A type of game mechanic which quantitatively restricts and enables capability through incorporating scarcity. This promotes self management and motivation to engage in cooperation and competition as part of the pace of the player’s game experience.
Fungible resources can be exchanged between characters, or may be transformed into other resources.
Non-fungible resources accrue specifically to the player or character and cannot be exchanged or transformed.
Examples include: Health cards, sanity marbles, herb cards, hero points