# Currencies

## Currencies

The game's economic system will have two types of currency, soft and hard, there are also fragments and a progression system, all of which are used to acquire in-game items.

Each has a unique operating scheme for acquisition and use, let's explore the different parts of this economic system.

## Soft Currency (SC)

It represents currency earned organically during the game by participating in basketball games. This currency can be used to purchase almost any type of item in the store, but the rarer and more specialized the item, the greater the amount required. How it is earned, and used is part of the player's incentive and sense of progression throughout the experience.

<figure><img src="https://3950957335-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWLFkJhVuK3ZWyPFLS1KF%2Fuploads%2FpVoZL81UtksPuZduIbz3%2Fimage%20(10).png?alt=media&#x26;token=d08fe5b0-2243-4002-ac9c-943f59ce6423" alt=""><figcaption><p>The Rumble Credits Soft Currency Used In-game</p></figcaption></figure>

## Hard Currency (HC)

Hard Currency is *premium currency*, which is obtained through real transactions, either through conventional currencies or cryptocurrencies. It gives the players the convenience of acquiring the game items purchased through **Soft Currency** easily. This approach offers players flexibility, allowing them to choose the transaction method that best aligns with their individual preferences.

Hard currency for the most part, will only be obtained during clubs play and special tournaments within the RKL game.

<figure><img src="https://3950957335-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWLFkJhVuK3ZWyPFLS1KF%2Fuploads%2F4C0Bq9fUrOKWoXfj8qgy%2Ffame3.gif?alt=media&#x26;token=2ad510ec-1928-4287-8da2-7b8cc23aaff1" alt=""><figcaption><p>The $FAME RKL Hard Currency Used In-game</p></figcaption></figure>

## Fragments (FG) WIP

This feature allows players to reuse unwanted items in their collection, turning them into an additional shopping resource.

## Team Fame (TF) WIP

Is a multifunctional resource that serves both to *highlight the victoriousness of the player's team* and to gain access to the purchase of *higher rarity* items. It's also the only way to unlock the possibility to purchase **Special Actions**.

A few rules make up the dynamics of **Team Fame**:

* **Win/Lose Games:** The amount of **Team Fame** counted is the same for a **win and a loss**, except that one is an addition to what the player already has and the other is a subtraction;
* **Tie Games:** This game result **doesn’t change the Team Fame** of the players involved;
* **Milestones:** These are segmented goals within the **TF system**, something analogous to the ranking point count of other competitive games, but when achieved by player, a **Milestone** cannot be lost and the player only stagnates in that **TF** count.

<figure><img src="https://3950957335-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWLFkJhVuK3ZWyPFLS1KF%2Fuploads%2Fbmfn5QeMFiH2MlUS0Jfo%2Fwin-1.png?alt=media&#x26;token=63ae2481-ed0c-4764-90e7-fad60f296e3f" alt=""><figcaption></figcaption></figure>
