a long game in short cons

The Cracksman

thecracksman.com

Pick the heist. Pick the crew. Plan the job to the minute. Take the loot. Wash it through a business of your own.

Coming soon

Not open yet, and nothing to sign up for. The build is happening in the open, one heist at a time.

Before the job
  1. 01

    Case the place

    The brief is what anyone can find for free: a listing, a photograph, talk in a pub. Intel ops buy the rest — the cameras, the rounds, the way in nobody advertises.

  2. 02

    Pick the crew

    Locks, climbing, burning, wiring, software, driving, a straight face. What your crew can do decides what the plan is allowed to say — and every one of them wants paying, and some of them talk.

  3. 03

    Draw the plan

    The way in, the walk room by room, who does what and in what order, the hour you go, the kit you carry and the way out. Guards walk, cameras sweep and doors lock at closing: the clock is doing all of it at once.

  4. 04

    Run it

    Rehearse as many times as you like. The real night happens once, plays out in front of you, and cannot be wound back.

After the job
  1. 05

    Sell the take

    A fence pays what a fence pays. Some haggle, some talk, and the ones who talk cost more than the money.

  2. 06

    Wash the money

    You cannot spend it as it is. It goes through a business you own, at the rate that business can take, and the crew want their ends while it sits there.

  3. 07

    Live with the heat

    Sloppiness on the night and sloppiness after it both count. Somebody picked up may give up the rest of you, and the next job starts wherever this one left you.