THE KAHN GAME
The Kahn Game is a play on words, referring to a Con game, aka confidence trick. FROM WIKI: A confidence trick (synonyms include confidence scheme, scam, con game and stratagem) is an attempt to defraud a person or group after first gaining their confidence, used in the classical sense of trust. Confidence tricks exploit characteristics of the human psyche such as dishonesty, honesty, vanity, compassion, credulity, irresponsibility, naïveté and greed. In Confessions of a Confidence Man, Edward H. Smith lists the "six definite steps or stages of growth in every finely balanced and well-conceived confidence game." "One follows the other with absolute precision. In some games one or more of these acts, to use a theatrical comparison, may be dropped out, but where that happens the game is not a model one. The reference to the stage is apt, for the fine con game has its introduction, development, climax, dénouement and close, just like any good play. And this is not the only analogy to the drama, for the scenes are often as carefully set; the background is always a vital factor. In the colorful and mirthful language of the bunko man, all these parts of the game have their special names. I give them with their definitions: 1. Foundation Work: The preparations which are made before the scheme is put in motion, including the elaboration of the plan, the employment of assistants and so forth. 2. Approach: The manner of getting in touch with the victim—often most elaborately and carefully prepared. 3. Build-up: Rousing and sustaining the interest of the victim, introducing the scheme to him, rousing his greed, showing him the chance of profit and filling him with so much anticipation and cupidity that his judgment is warped and his caution thrown away. 4. Pay-off or Convincer: An actual or apparent paying of money by the conspirators to convince the victim and settle doubts by a cash demonstration. In the old banco game the initial small bets which the victim was allowed to win were the pay-off. In stock swindles the fake dividends sent to stockholders to encourage larger investments are the pay-off. 5. The Hurrah: This is like the dénouement in a play and no con scheme is complete without it. It is a sudden crisis or unexpected development by which the mark is pushed over the last doubt or obstacle and forced to act. Once the hurrah is sprung either the scammer has total control or the con fails. 6. The In-and-In: This is the point in a con game where the conspirator puts some of his money into the deal with that of the victim; first, to remove the last doubt that may tarry in the gull’s mind, and, second, to put the con man in control of the situation after the deal is completed, thus forestalling a squeal. Often the whole game is built up around this feature and just as often it does not figure at all. In addition, some games require what is called 'corroboration', which means what it says. This is important in games where a banker or other shrewd customer is to be the victim."










