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Aha! I had thought of the nicer room issue, as settled by Georgism, before. Even tried using it to explain Georgism to a friend. I hadn’t applied it to chores! This is great. It reminds of an oft employed board game mechanic where, after everyone has chosen squares on a board, you place resources on unchosen squares on a board as an incentive to choose those squares in subsequent turns. Those extra resources pile up on the undesirable squares until someone selects that square.

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Interesting! Now that you mention it, I think I have seen something like this in a card game before. Century: Spice Road, where the pickup cards accumulate more resources the longer people ignore them. It's a useful mechanic for keeping the pickup card options fresh. Now I'm curious what it would be like to live in a house with a bunch of game designers. They'd be the experts of incentive engineering.

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