 Another example will illustrate this, as well as the applicability of principles across game-types. Here we will build an imaginary situation that is not a PD—since only one player has an incentive to defect—but which is a social dilemma insofar as its NE in the absence of commitment is Pareto-inferior to an outcome that is achievable with a commitment device. Suppose that two of us wish to poach a rare antelope from a national park in order to sell the trophy. One of us must flush the animal down towards the second person, who waits in a blind to shoot it and load it onto a truck. You promise, of course, to share the proceeds with me. However, your promise is not credible. Once you’ve got the buck, you have no reason not to drive it away and pocket the full value from it. After all, I can’t very well complain to the police without getting myself arrested too. But now suppose I add the following opening move to the game. Before our hunt, I rig out the truck with an alarm that can be turned off only by punching in a code. Only I know the code. If you try to drive off without me, the alarm will sound and we’ll both get caught. You, knowing this, now have an incentive to wait for me. What is crucial to notice here is that you prefer that I rig up the alarm, since this makes your promise to give me my share credible. If I don’t do this, leaving your promise incredible, we’ll be unable to agree to try the crime in the first place, and both of us will lose our shot at the profit from selling the trophy. Thus, you benefit from my preventing you from doing what’s optimal for you in a subgame.