Games often involve resource management of some kind, and resources are meant to be used. However, some of them may be considered Too Awesome to Use, or the player's strategy may involve saving up for a particularly expensive upgrade or starving out the others of a specific resource — either way, they begin hoarding said resource, denying it its original purpose. The anti-hoarding mechanics are there to nip that in the bud.
The simplest anti-hoarding mechanic is a hard Cap or a gentler Critical Encumbrance Failure on how many of each resource a player can hold. More advanced (and more fun) mechanics may involve requiring the players to arrange their inventory items within a limited space, or even allow the players to hold as many resources as they want, but take away a chunk of them if a certain, often randomized, event occurs in-game.
- In Settlers of Catan, you can hold as many resource cards as you want in your hand, but if anyone at the table rolls a 7 (which is the single most likely roll on a 2d6) when you have at least seven cards, you have to discard half of them (rounded down). This encourages the players to spend their resources on buildings quickly, or to trade them for others they need. The Cities & Knights expansion allows building ramparts around up to three cities, each adding 2 cards to the maximum. Given the greater number of different resources in this game, building at least one is indispensable.
- Pandemic limits the number of city cards a player can hold in their hand to seven, forcing you to discard excess cards unless expended or given to another player before the end of your turn. This puts the players into a crisis mindset that the game is predicated upon.
- In Numenera (and other Cypher System games), there is a soft cap on how many Cyphers a character can carry at once, with consequences if anyone goes above the cap varying from one of the Cyphers randomly deactivating to a hole getting ripped in reality and swallowing the hoarder up. Combined with the explicit instructions for the Game Master to be generous about Cyphers specifically, this is designed to counter the RPG player's default urge to hoard every resource they obtain indefinitely.
- In Heroine, there are only 14 Drama Points in the entire game. If there are no more "in the bank" and a player does something that should give them one, they instead take a Drama Point from the player who has the most of them at the table. Also, the player with the least Drama Points after the final scene gets to narrate the epilogue.
- Dungeons & Dragons has encumbrance determined by a character's strength score. Obviously, the higher said strength score, the more they can carry. Certain factors such as size and form altered this number. Then, when the character exceeded this encumbrance, they start suffering penalties the more they carried over the limit. Eventually, if the total weight they're carrying got too high, they wouldn't even be able to lift it. Then again, D&D basically invented the Bag of Holding trope.
- Swashbucklers of the 7 Skies has two different forms of this trope for limited-use bonuses (Style Dice) or treasures:
- Players can spend Style Dice for bonuses on their rolls or as an extra cost to do unusual things with their Fortes. Each player starts with a couple and the GM has a pool to hand out for impressive deeds. Spent ones go back to the GM's pool. Players are encouraged to spend them, since they go away at the end of a game session (and get reset at the default amount next time, so leftovers are just wasted), and are really easy to get back just add some extra detail to your next action and try to impress or amuse the other players.
- Treasures like money or special items are granted as Temporary Fortes temporary skills. Unless the player spends Training Points to make them regular Fortes, they will go away soon. It's up to the player to find some way to spend them usefully, or at least in an entertaining manner at the least, you can explain how you blew your share of the treasure on getting half the town rip-roaring drunk, in exchange for an extra Style Die or two next time you play.
- In The One Ring, encumbrance is a major factor in how far the players can travel without giving in to fatigue, and treasure is heavy and difficult to transport long distances.
- In Heretic, each time you complete a level, you can only carry one of each inventory item you've collected into the next level (except the Wings of Wrath, which cannot be transferred at all), encouraging you to use as many items as you can before the end of the level.
- Various Survival Sandbox games (like Don't Starve or Subnautica or ARK: Survival Evolved, to give examples) include a mechanic where any kind of food on the player's possession will eventually go bad and lose any benefits from being consumed (and maybe even provide harmful effects instead if consumed), which forces a player to not go overboard with hoarding said food and keeping his character from being unfed for too long (even if the player doesn't deem it necessary at the time).
- With exception to the first, the Boktai series allows you to only carry a limited number of items in your inventory. In addition, these items can spoil, which causes them to restore only a smidgeon of health on top of poisoning the user. Of course, based on certain conditions, causing an item to spoil can actually be beneficial; for example, chocolate can melt onto the item beneath it, coating it in chocolate to preserve it, or it can melt onto another piece of chocolate to make a better item.
- Elsword: many items have different caps in your item storage. Like how you can only hold 100 Emergency Energy Tank in one slot or 300 a certain crafting item in a slot. If you don't expand your item slots, managing your items will be harder. There are also the "temporary" items (most notably the promotional costumes) that you can only hold for a certain amount of time, ranging from a day to a month.
- Warcraft III: Heroes have an inventory capacity for six items, and at most three heroes per game. The expansion's orc campaign gives you a persistent six-item stash. The game also discourages the hoarding of your ARMIES through its upkeep mechanic. Having too large an army imposed a percent reduction, up to 60%, on your resource gathering. Presumably to encourage players to constantly attack with smaller forces rather than build up a large force that steamrolls the enemy forces.
- S.T.A.L.K.E.R.: You have a weight limit that's not particularly generous, and everything you can carry has an assigned weight, even ammunition. Going one gram over the limit makes your Sprint Meter deplete insanely fast.
- In Shin Megami Tensei IV, each item has its own inventory cap, and the better items tend to have lower caps to encourage you to actually use them. The lowly Life Stone (small HP restore) has a cap of 50, while the amazing Summon Stone (revive with full HP and summon into battle with one action) has a cap of 5. The only exception to that pattern is the Rare Candy items, which invariably have a cap of 99.
- An NPC in MOTHER 3 encourages you to use your items as needed and to not hoard everything. The game has a pretty small inventory limit per character in order to make you use common items more frequently.
- In Let It Die, there are three currencies: Killcoins, SPLithium, and Death Metal. While Death Metals can't be stolen, the banks for Killcoins and SPLithium can be broken into when other players invade your Waiting room. While both banks can be upgraded to hold more of each, the more you have in your banks, the more an invader receives, causing most players to hold parcels of them in their reward box, which can only hold 50 before preventing more rewards from being received. Combined with a small storage box and inventory space, players are forced to decide what's worth keeping and trying to keep their currency banks low unless they're willing to lose it to invaders.
- There's little in Skyrim to stop you from farming and hording the best equipment in the game (not just for yourself, but for all your followers), weight only becomes an issue until you have some place like a home or even a cave where you can store everything. However, if the game detects you have five sets of enchanted Nord and Ebony equipment, for example, it will start throwing much tougher enemies at you, even if you are not at the level to face them yet.
- Rise of the Tomb Raider has a (increasable to a point) limit to how much salvage you can carry, which means that if you don't start using that stuff after a while, everything salvaged from kills and boxes will be wasted, as finding salvage when inventory is full causes the stuff to disappear.
- Any recovery items you have in Illbleed will disappear from your inventory on completing a stage, making it pointless to buy far more than you think you'll need, and encouraging you to go ahead and use up any you find in a given level.
- Hearts of Iron III had the problem of experienced players stockpiling huge amounts of important resources such as fuel before the outbreak of hostilities, making resource management during the actual war trivial. Its sequel, Hearts of Iron IV, took steps to avert this by not allowing stockpiling of raw materials at all, instead only using them directly in production of weapons and other equipment which could be stockpiled instead. This made pre-war buildup less flexible as you'd have to commit to certain types of equipment and couldn't just hoard raw materials to build whatever you happened to need down the line. The game also initially didn't have fuel as a resource at all, instead opting to use oil as a raw material in the production of vehicles and ships. It was eventually reintroduced to the franchise along with the release of the DLC Man the Guns, but the ability to stockpile it was made much more limited.
- Victoria 2 puts a hard cap on the amount of a given good you can stockpile at a time, to stop a top producer or #1 great power from hoarding most of the world's supply of important goods to themselves and starve the rest of the world, something which would otherwise be far too easy to do as for instance the United Kingdom.
- All equipment in the Thief series (aside from your sword, blackjack and bow) disappears at the end of a mission, and all money disappears when you exit the shop screen at the start of a mission (though if a mission forgoes the shop screen and dumps you right into the action, any money you collected from the last mission carries over.) This was done to prevent players from hoarding either and make good use of all their equipment and cash at the earliest opportunity.
- Tales of Symphonia puts the item cap at 20 instead of the usual 99 for JRPGs, encouraging players to use consumables so that any new ones they get don't go to waste.
- Bloodstained: Ritual of the Night puts a hard limit on how many healing potions Miriam can carry, making it impossible to outlast bosses by simple healing again and again (there is no such limit on health-restoring crafted food, however, so there is a loophole). Also, while your shards gain extra power when you carry multiple copies of the same one, you cannot have more than nine copies at once: this encourages you to sell extra copies to Dominique for cash.