A business book you don’t just read. You play it.
You want to launch a startup. Your path leads you to a venture studio, but which kind? You quickly discover that your job is to build a company from scratch. You do not know the problem yet, and you do not have a co-founder. Every few pages, you decide what to do next. Your choices shape your story and determine whether the company you are building makes it through the gates and receives funding.
“A refreshingly realistic book that lets you experience the choices, setbacks and politics of corporate venturing.”
Gijs van Wulfen, No. 1 Thought Leader on Innovation 2026, founder of the FORTH innovation methodology“Most books about entrepreneurship tell you what to think. The Venture Game does something rarer: it makes you choose, then makes you live with it.”
Jeppe Høier, Co-founder @ EUVC Corporate | Europe’s CVC community“This simulation-based format immerses first-time entrepreneurs in realistic decisions, bringing corporate venture building to life under pressure.”
Francesco Di Lorenzo, Associate Professor, CBS, Strategy and Innovation“Selling innovation into any legacy business is a challenge and none more so than postal and commercial carrier networks… Having worked on both sides of this dynamic I would recommend this book to anyone buying, developing or disrupting in this sector.”
Michael Anderson, CEO, PlaceB Limited and Advisory Board Member, Post & Parcel Expo InternationalThe book takes you from your first day as an Entrepreneur in Residence to the final investment meeting.
Your first idea is only a starting point. You must visit the operation, speak to customers and collect evidence.
A QR code and a simple test can tell you whether anyone cares before you spend months building a product.
Five candidates want the role. Each brings something useful. Each choice changes the company.
Customers are not the only people you need to convince. Internal sponsors and gatekeepers can determine what happens next.
The final pitch only works if you use what you learned about the problem, the product, the market and the money.
Three endings are possible. One is to walk away because the evidence does not support the venture.
Seven chapters, 79 sections and three possible endings.
It starts at a barbecue in a back garden. Seven chapters later, you are in a room with three investors.
First, you define a problem in a parcel operation and defend it at a review. Then you test an idea with a QR code before anything is built. You choose between five possible co-founders, shape the product, look for trial customers, work through the organisation and prepare the funding case.
At the end of each section, you choose what to do. The page reference takes you to the next part of your route. Some choices help. Others create problems later. Walking away is one of the three possible endings when the evidence does not justify continuing.
An epilogue set five years later shows where your decisions led.


The book is written for people who build new ventures, teach entrepreneurship or decide which ventures receive support.
Download Chapter 1, Into the Unknown, and Chapter 2, Defining the Problem, as one PDF.
ISBN 978-87-977549-0-0 · 376 pages · English · First edition 2026