· Halloween · Copywriting
Witch's Pitch: free Halloween copywriting game
The witch must sell her potion to a sceptical village. Pick the hook, the benefit and the call to action that make them buy.
What is Witch's Pitch?
Three potions, six crowds: night-watch guards, a sceptical grandpa, a proud knight, a busy café owner… For each crowd, build the pitch from three cards: a hook, a benefit and a call to action. Every potion is pitched to two crowds with the same cards, and the line that wins one crowd can leave the other cold.
Witch's Pitch is a free Halloween copywriting game. The witch has three potions to sell at the village market, and every crowd is different: night-watch guards who can't sleep in the daytime, a grandpa who has tried every remedy, a knight too proud to admit fear, a café owner with no time to fuss. For each crowd, build the pitch from three cards: a hook, a benefit and a call to action.
Each potion is pitched to two crowds with the same cards, so the line that wins one crowd can leave the other cold. After every pitch, ten villagers decide whether to buy, and each card explains why it worked or flopped, including the classic traps: hype words, feature lists, promises the potion can't keep, fake urgency and vague asks.
At a glance
- Category
- Seasonal
- Difficulty
- Easy
- Play time
- 2–4 min
- Price
- Free, in your browser, sign-up optional
How to play
- Read the crowd
- Each crowd card says what they want and what they doubt.
- Build the pitch
- Pick a hook, a benefit and a call to action, from three cards each. Change any of them before you cast.
- Same potion, new crowd
- Every potion is pitched twice. The best line for one crowd can flop with the other.
- Score
- 100 per spot-on card, 40 for half there. A perfect pitch wins all 10 villagers, +100 and up to +50 for speed.
Scoring
Each pitch scores 100 per spot-on card and 40 per half-right one. A perfect pitch adds 100 and up to 50 for speed, and wins all 10 villagers.
Six pitches per run, no lives: when the candle burns out, the pitch is cast as it is. Your best score is kept in this browser.
What it trains
- Audience first
- Reading what a crowd wants and doubts before writing a word.
- The pitch structure
- Hook, benefit, call to action: what each part is for.
- Honest persuasion
- Why hype, feature lists, false promises and fake urgency lose buyers.
Strategy and tips
- Read the doubt first
- The crowd's doubt tells you what the pitch has to answer: proof for a sceptic, discretion for a proud knight.
- Hook their problem
- The best first line names this crowd's own problem or goal, not the potion.
- Sell the change
- A benefit is what changes for the buyer. Ingredients and cauldrons are features.
- One clear next step
- A good call to action says what to do, where and when, and makes it easy.
- Never fake it
- Promises the potion can't keep and fake deadlines always flop: trust is gone for the next sale.
Why play Witch's Pitch?
Persuasive writing isn't about clever words: it's about one reader. A hook works when it names their problem, a benefit works when it's the result they want, and a call to action works when it's one easy, honest step. Witch's Pitch trains that habit of writing for a specific audience, which is the core of ads, emails, landing pages and pitches.
Frequently asked questions
Is Witch's Pitch free?
Yes. It is free and runs in your browser, with no download. Signing up is optional.
How is it different from Hook Duel?
Hook Duel compares two hooks. Witch's Pitch builds the whole message (hook, benefit and call to action) and changes the audience, so the best answer changes too.
Is there a time limit?
Each pitch has a 45-second candle. When it burns out, the witch pitches whatever you picked so far.
Are the potions and villagers real?
No. Every potion, villager and price is made up for the game.