In this game they also only have one recourse similar to the Gold in L5R but they also have 6 factions/colors based on the Elements of Harmony.
Some ponies have a requirement how much force of a specific faction/color you need to have on the battlefield to recruit it.
This is kind of similar to how Shadowfist does it, with each character providing faction resources (even from the dead pile, so long as they were once in play). So little 1 and 2 cost guys (foundations) require no faction resources, but provide 1. As you get higher up the food chain of character power, they start to require 1, or 2, or as many as 5, and generally provide some as well.
One of the interesting things here, too, is that even though it's a permission resource rather than a spend resource, the opportunity cost still bears on character power, so the game ramps in an interesting way in term cost-to-card power from early, to middle, to late game.
Shadowfist leans heavily toward monofaction in my experience, because the resource ramp is so sharp, but it could be flattened out to make more multifaction options attractive. Conversely, a simple way to keep monofaction viable with a flatter resource curve is to give a "head start" in resources for your chosen faction. So, a dragon deck could begin play with a dragon feng shui site (location essentially) that provides one or two dragon resources, making it generally more efficient to play dragons, but not locking out other factions if you're willing to build in the deck infrastructure.