[[quoteright:244: [[Webcomic/AwkwardZombie http://static.tvtropes.org/pmwiki/pub/images/what_if_we_need_them_later_2_5411.PNG]]]]
[[caption-width-right:244:But what if you're bleeding to death moreso later?]]

-> ''Itís important that you grind. But with no Inns, how are you supposed to heal? Tonics are found trough the mansion, and automatically heal everyone in your party 100% regardless of your levels. That may sound too convenient, but remember, you canít buy tonics. Youíve to ration the handful littered throughout the whole mansion.''
--> ''WebVideo/TheHappyVideoGameNerd, during his review of ''VideoGame/SweetHome'' [[http://www.youtube.com/watch?v=CNz93wC7W68&t=2m37s]]''

There is a vital gameplay element -- perhaps fuel, or money or air or healing -- which is finite and unreplaceable; if it runs out, you're done for. Therefore, the whole game begins to revolve around managing your supply. If you upset the UnstableEquilibrium by failing to scrimp resources, the game can become {{Unwinnable}}.

Strongly related to TooAwesomeToUse, and UnstableEquilibrium. Also see WizardNeedsFoodBadly, AntiGrinding and MinMax.

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!!Examples:
* Most {{Roguelike}} {{RPG}} work like this. The reason behind it is that PlayerCharacters usually need food (well, so do players, but most human beings find it difficult to consume digital food), and food is limited for each floor, so you will be forced to ration and go to the next floor when you run out of it.
* ''FireEmblem'' games. You can't repeat battles, and the items you have are the ones you'll use in next battle, so not wasting your equipment is crucial for progress.
** Many of the games tend to give heaps of gold on an irregular and [[GuideDangIt unpredictable]] basis, so you can end up with no gold for several chapters if you spend it all too early.
* ''VideoGame/MonsterRancher''. Since monsters have a life-span ranging from 1 year to [[MinMaxing 11 years]], you have to be ''very'' cautious of what you make your monster do, and when. In general, the money in this game could be considered as no Economy Management.
* ''Dragon Slayer II: Xanadu'' counts as the UrExample of this. There is a limited number of enemy encounters, some of which boost your Karma stat to a point where you can't get any experience points (you have to acquire a cursed potion to reduce your Karma, which in turn will cost you some hit points). And the icing on the cake? All slain enemies stay slain for good. That, and you also have to keep a healthy supply of food, and properly make decisions on when to upgrade your equipment.
* Save points in ''BreathOfFire: Dragon Quarter''. You are given a limited number of them, and while you can use them anywhere, it can be off-putting for those used to being able to save every twenty minutes.
* You're going to have a very tough time in ''DarkSouls'' if you don't learn to how ration your spells and healing items between bonfires. Even ''combat'' is a challenge of resource management since each attack/roll you make will deplete your stamina meter, as well as attacks you block or parry. To make matters worse, keeping your shield up drastically cuts the recovery rate of stamina, meaning that if you don't do things right, you'll either try regenerating stamina and get killed, or keep your shield up and get knocked over. Then killed.
* In ''VideoGame/{{Wild ARMs 3}}'' and ''[[VideoGame/WildArms1 Alter Code F]]'', healing items are not available in shops for any price, because the world is a dying wasteland where plants like Heal Berries just don't grow anymore. Later in the game you can grow your own healing items in a garden, but you're still limited in the number of slots for plants and how many can be produced per time period passed.
* As denoted by the quote above, ''VideoGame/SweetHome''.
* In the original ''Videogame/AloneInTheDark1992'', you have a limited amount of oil for your lamp. Keeping your lamp lit is necessary in some dark rooms. If you run out of oil, you're screwed because you won't be able to get past some rooms or find important stuff in them. Same applies to healing items: you only find ''two'' throughout the entire game. Not to mention weapons, which break or run out of ammo rapidly, and are also finite in number.
** ''VideoGame/AmnesiaTheDarkDescent'' has lantern oil [[CaptainObvious (for your lantern)]] and tinderboxes, used to light candles in the environment. Without light, your SanityMeter drops rapidly. ''VideoGame/{{Penumbra}}'' (by the same developers) has battery life for your flashlight.
* Part of many {{Adventure Game}}s (including [[ColossalCave the original]]) usually in the form of food, lighting, or ammunition. Some even offer a bit of sucker's bargain where you can sacrifice some [[ScoringPoints treasure]] in exchange for more supplies.
* The central gameplay mechanic in ''VideoGame/{{Turgor}}'', otherwise known as The Void. This is further complicated by the fact that there is ''one'' resource to manage that does ''everything'' (health, ammo, currency, etc). A limited amount appears in each time cycle, and it's alarmingly easy to render the game {{unwinnable}} through clumsy or reckless spending of color.
* ''{{SWINE}}'''s campaigns have this trope, despite the game being a tactical RTS. This is because ''everything'' is limited - you only earn Strategic Points at the start of every mission, which you use to field your units, upgrade them and keep them supplied with fuel, ammunition and armor repairs. The number of units you can field is finite, and all three kinds of supplies are finite - in longer missions the supply trailers used to replenish your combat units will themselves run dry. Hence the conservation of the supplies you have, or Points with which to airlift more in, becomes and important strategic factor.
* ''{{Spore}}'' has the Staff of Life, which can only be obtained once and only used 42 times.
* In ''MechCommander'', salvage is everything. The credits you're paid for each mission don't cover all the repairs and upgrades you need, and some items can't be bought in stores, so you'll have to constantly gather salvage to upgrade your mechs. Also, on each mission, you're given ''very'' limited supplies of {{SupportPower}}s, such as artillery and sensor probes.
* In ''VideoGame/{{Receiver}}'', bullets are only found by threes and fours (or even ones and twos) scattered widely over the map, and you have no EmergencyWeapon. Make every shot count, in other words.
* ''VideoGame/SirYouAreBeingHunted'' makes being tracked by mustachioed, tweed-clad robots that much harder by limiting you to whatever you can scavenge and fit inside your grid. Rifles and shotguns in particular can really mess up your tetris game.
* Survival mode in ''[[VideoGame/NintendoWars Advance Wars: Dual Strike]]'' tasks you with completing several maps in a row with a limited amount of money, turns, or time. The goal is not merely to win, but to win as quickly and efficiently as possible so that you don't run out of that resource later.
* Sieges in ''VideoGame/{{Stronghold}}'' require you to make effective use of the troops, traps and structures you're given throughout the whole scenario. You can't replenish your forces, so a mistake early on can make things very difficult later.
* ''Hyperspeed'' is a game of fuel economy. You are exploring a distant galaxy, and once you travel out of range of your home base, the only ways to replenish fuel are to barter it from aliens (unreliable, costly, and often requires entangling yourself in byzantine alien politics) or through destroying alien starbases (of which there are a limited supply, and is guaranteed to make the offended species and its allies declare war on you.) Becoming stranded between stars is a constant peril; if you do become stranded, the only recourse is to bail out and lose all progress you made on your starship, effectively beginning over at level 1.
* Parodied in one strip of ''VG Cats'', where Cloud will not even spend one of his inn coupons[[note]]Not only are inn coupons useless for anything else, but even without them, it hardly costs anything to stay at an inn[[/note]] to heal a badly wounded party.
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