> For the complete documentation index, see [llms.txt](https://scarquest.gitbook.io/scarquest-knowledge-base/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://scarquest.gitbook.io/scarquest-knowledge-base/tokenomics/spending.md).

# Spending

## What are the main ways that players and investors can spend their SCAR tokens within the ecosystem?

* There is a variety of ways to spend SCAR;
  * Rarium
  * Chrono-Boosters
  * Gacha Tickets
  * Reinforcement Order
  * Limited Time Arena Tickets
  * Picaxe
  * VEL
* Once the in-game marketplace opens players will be able to spend RuneSCAR to purchase in-game items.
* Import/Export Fees on NFTs, SCAR and more.
* On-chain marketplace purchases like Land, Land upgrades, and Land merging.

## How does spending on in-game assets, upgrades, or features drive the SCAR economy forward?

* Spending SCAR on in-game assets will increase the token's versatility and demand, thereby enhancing SCAR's value.
* When players upgrade their in-game assets, these items can become valuable NFTs for marketplace exchange, driving the SCAR economy.

## Are there any external use cases or partnerships that allow SCAR tokens to be spent outside the game environment?

* Absolutely, we will be actively seeking partnerships and events to be able to utilize SCAR token.

## How will token spending evolve as new features and updates are introduced?

* Examples:
  * NFT Export: Once players have export permissions, they can use this feature to export cards or resources into NFTs for sale on open markets.
  * In-Game Marketplace: When players gain access to the in-game marketplace, they can list items directly within the game to earn SCAR. We will charge a transaction fee during this process.
