The Confidence Game
THE CONFIDENCE GAME: THE PSYCHOLOGY OF THE CON
Introduction to the Confidence Game
The Aristocrats of Crime: Linguist David Maurer described con artists as the "aristocrats of crime" because they rely on soft skills—trust, sympathy, and persuasion—rather than violence or physical theft.
Definition of the Con: An exercise in soft skills where the artist makes the victim complicit in their own undoing. They don't steal; the victim gives.
Core Principle: Cons are based on the irresistible universal human need to believe in something that gives life meaning.
Historical Origins: The term "confidence man" was likely coined in 1849 during the trial of William Thompson, who would ask strangers in Manhattan, "Have you confidence in me to trust me with your watch until tomorrow?"
The Great Impostor: Ferdinand Waldo Demara
Profile: One of the most successful impostors, Demara (alias Dr. Joseph Cyr) successfully performed 19 surgeries on the HMCS Cayuga during the Korean War despite never graduating high school.
Aliases: He posed as a surgeon, psychologist, professor, civil engineer, prison warden, English teacher, and even his own biographer, Robert Crichton.
Psychology of Success: Demara succeeded not because he found "soft" targets, but because he showed up where he was most needed (e.g., a navy shortage of doctors) and presented himself as the perfect solution to their desires.
The Dark Triad: Traits of the Grifter
Psychopathy: Defined by a calculated nonchalance and an absence of empathy or remorse. Approximately of the male population consists of clinical psychopaths.
Narcissism: Entails grandiosity, entitlement, and an inflated sense of worth. These individuals need to be the center of attention and will preserve their image at any cost.
Machiavellianism: A set of traits allowing one to manipulate others to accomplish one's own objectives. "High Machs" are more successful at bluffing and cheating and are perceived as more convincing liars.
Gene-Environment Interaction: While genes "load the gun," the environment "pulls the trigger." High-functioning psychopaths (like neuroscientist James Fallon) may become successful professionals rather than criminals if raised in a stable environment.
Step 1: The Put-Up (Identifying the Mark)
Mind Perception: The ability to discern what others feel, desire, and value. Con artists are "motivated psychologists" who use details victims give away unwittingly.
Vulnerability: Marks are often chosen based on life circumstances rather than personality traits. High-risk times include job loss, divorce, injury, or isolation.
The Cold Read: Psychics like Sylvia Mitchell use subtle cues (posture, dress, hesitation) to create a narrative that feels tailored to the victim.
Mere Exposure Effect: Proposed by Robert Zajonc; familiarity breeds affection. We prefer things and people we have seen before, even if we don't consciously remember seeing them.
Step 2: The Play (Engaging Emotions)
Feeling Over Thinking: Affective reactions are first and instinctive. As Zajonc noted, "Preferences need no inferences."
The Power of Story: Human minds are built for narratives. Believability is the hallmark of a well-formed narrative, not falsifiability.
Oxytocin and Trust: Stories that trigger empathy release oxytocin in the brain, increasing generosity by over .
The Marc Antony Gambit: Starting a pitch by claiming you aren't selling anything to lower the victim's guard.
Step 3: The Rope (Persuasion and Power)
Alpha and Omega Strategies: Alpha increases the appeal of an offer; Omega decreases resistance to it.
Foot-in-the-Door: Getting someone to agree to a small favor makes them more likely to agree to a larger one later (a principle of consistency).
Door-in-the-Face: Making an initial large request that is rejected, followed by a smaller, "reasonable" request that the mark accepts out of guilt.
Bases of Power: Con artists use "Referent Power" (desire for affiliation) and "Expert Power" (perceived knowledge).
Scarcity: Things that are scarce (members-only clubs, exclusive wine, insider info) are perceived as inherently more valuable.
Step 4: The Tale and The Convincer
Superiority Bias (Lake Wobegon Effect): The tendency for humans to believe they are above average. For example, of students place themselves in the top for getting along with others.
Exceptionalism: We believe that "if something is too good to be true, it is—unless it's happening to me."
The Convincer: Letting the mark win early on. In William Miller’s "Franklin Syndicate," he paid weekly dividends to create a "hot streak" effect, leading victims to deposit life savings.
Gambler’s Fallacy: The belief that chance will "even out." Marks believe a loss must be followed by a win, leading them to double down.
Step 5: The Breakdown and The Send
Cognitive Dissonance: When reality contradicts belief, we reduce tension by revising our interpretation of reality rather than admitting we were wrong.
Sunk-Cost Fallacy: The tendency to continue investing in a losing proposition because of the resources already spent.
Inattentional Blindness: Once we are focused on a task (like making money), we become blind to glaring red flags—the "gorilla in the room."
Step 6: The Blow-Off and The Fix
Reputation Management: Humans spend of conversation time on social topics (gossip). We fear damage to our reputation more than financial loss.
The Fix: Many victims stay quiet because they don't want to admit they were taken. Con artists like Oscar Hartzell (The Drake Fortune) relied on this silence for years.
Identifiable-Victim Effect: We are more likely to help a single individual with a name and face than a large group represented by statistics. Con artists exploit this by creating personal, tragic backstories.