gambling laws or something?
A thing is legally gambling if it has all three. Some have made the argument that Poker is a game of skill and thus not gambling. It is also possible to get around gambling regulations if the house doesn't win. Like in Portland cardrooms there isn't a rake but a $10 cover charge to get in the door and all the dealers are "volunteers" that work for tips only.
Your game is probably skill-based enough to not be gambling, but you never know. But if there is a massive financial incentive to cheat the client-side is going to get hacked and it will constantly be trying to lie to your server in order to get the financial gain. FPS games still haven't figured out how to stop people from using aimbots.
This is why it's better to divorce the money from the game entirely. Take away the financial incentive to cheat and create a free-to-play game where money can only change the cosmetics (like skins). This is why multiplier games are easier to manage because if other players can't see your cosmetics it's not as much of a flex. A roguelike game would be tricky because there is no multiplayer element.
RE: Game Economy Basics