TWO SITUATIONS. ONE LINE.
The Pitch
Two completely different situations. One line that somehow works in both.
The judge flips one About card and one completely unrelated situation. Everyone else says the one line that works in both, out loud. You say one short line, not an impression or a routine.
- 3–12 players
- 15-30 minutes
Free to set up. Start with The Pitch, then choose 3 games for A$10 or all 6 for A$15 before you pay.



A short look inside a sample BanterBox, with selected examples from all 6 games. Free, no email needed.
How to play
Four things happen each round.


Step 1
Flip two situations
The judge flips one About card and one Anywhere Else card and reads them together. Some About Them cards come from the world of the person you're celebrating, while others keep the deck broad enough for anyone at the table to play. The Anywhere Else card absolutely does not.
- JessCan you show me again?
- OllieWhat happens if I get this wrong?
- NadiaAm I allowed to do that?
Step 2
Find the line
Everyone except the judge takes a moment to find one short phrase or sentence that could genuinely be said in both situations. Not one word. Not a story. One line.
Said out loud
“Can you show me again?”
No impression. No routine.
Step 3
Say it out loud
Going around the table, each player says their line. No act, no bit. The line has to do the work on its own.
- JessJudge's pickCan you show me again?+1
- OllieWhat happens if I get this wrong?
- NadiaAm I allowed to do that?
Step 4
Judge picks one
The judge picks one favourite. That player gets 1 point. The judge seat moves left and two new situations collide.
Two normal situations. Somehow make one line work in both.
Each round is two situations that have nothing to do with each other. Find the one line that somehow makes sense in both, then say it. The judge decides whether it was genius, nonsense or somehow both.
HOW IT BECOMES YOURS
Real details make the best About cards
Your strongest habits, stories, favourites and catchphrases can become recognisable About cards. The full deck balances those callbacks with broader party situations, so every card still gives the table something easy to play with.


ONE SHORT LINE, NO ROUTINE
Nobody has to perform.
The recognisable cards hit hardest
When a real detail makes a great playable situation, it goes straight into the game. Broader About cards keep the rounds varied rather than forcing the same few stories into everything.
The second situation breaks the obvious answer
The Anywhere Else card has nothing to do with the first. Suddenly the easy answer no longer works. The fun is finding the one line that survives both.
The quiet player has the same shot
The loudest person in the room gets no extra advantage. Your line has to do the work.
Questions
Do I need improv or public-speaking skills?
No. You say one short line in your normal voice; there is no impression, performance or speech to give. The challenge is finding a line that works in both situations, not being the loudest person at the table.
What counts as an answer?
A short phrase or sentence that could genuinely be said in both situations. One word is too little and a story is too much. The judge picks the line they like best, so there is no official answer key.
Are the Anywhere Else cards personalised?
No. Anywhere Else is a fixed BanterBox deck designed to collide with the About cards. The details you give us shape the strongest About cards, while broader About situations keep the deck varied enough that every round is playable.
See the other games
Every game plays differently. Mix and match from the personalised BanterBox collection.
Secret Missions
Secret tasks that turn the whole event into the game.
Majority Rules
The biggest crowd wins every round.
The Outsider
One player does not know the secret word. Give a clue that proves you know it, spot who is bluffing, and do not make the answer too easy to steal.
Bet Your Mate
Guess the number. Bet your chips.
Sketchy Business
Everyone is drawing the same thing. One person has no idea what it is.
Ready to play?
Two situations. Find the one line that survives both.
Turn the habits, stories and reactions your group already knows into the About cards that hit hardest. Flip the second situation. Say the line. Let the judge decide whether it somehow works.
Create The Pitch