For educators and programme leads

Learning design

The Venture Game is a simulation in book form. The reader takes the role of an Entrepreneur in Residence and makes the decisions involved in building a venture.

The branching format allows readers to choose a course of action, follow the consequences and compare their route with other readers. This page explains what happens in each chapter, which skills it develops and the research used.

A venture builder working through a decision map
From the book: each route follows a series of decisions

Chapter by chapter

Seven chapters and an epilogue, 79 sections, three possible endings.

Chapter 1 · Sections 1.1–1.10

Into the Unknown — Your Leap of Faith

In the storyThe reader weighs a secure job against an uncertain founder role, researches accelerators, incubators and venture studios, and seeks advice before deciding what to do.
What it trainsMaking a decision with incomplete information, choosing the right setting for the venture and assessing advice from different sources.
Chapter 2 · Sections 2.1–2.17

Defining the Problem

In the storyThe reader starts work as an Entrepreneur in Residence, visits the operation, speaks to people at a conference and presents the problem at the Problem-Fit review.
What it trainsSeparating an idea from the problem it is meant to solve, writing testable problem statements and collecting evidence in the field.
Chapter 3 · Sections 3.1–3.11

Bringing Ideas to Life

In the storyAn idea takes shape in Rome. The reader then enters the Build or Bluff round and uses a QR code to test whether anyone responds.
What it trainsTesting assumptions early, running fake-door experiments and using evidence to decide what to build.
Chapter 4 · Sections 4.1–4.7

The Co-founder Maze

In the storyThe reader meets five possible co-founders: Sam, Dan, Rachel, Liam and Sonia. Each candidate offers a different combination of skills, motivation and working style.
What it trainsAssessing founder fit beyond technical skills and considering trust, incentives and role clarity before forming the team.
Chapter 5 · Sections 5.1–5.8

From Spark to Structure

In the storyThe team uses How Might We, reverse brainstorming and first principles before defining the venture’s KPIs and vision.
What it trainsUsing several ideation methods and selecting a method that fits the problem.
Chapter 6 · Sections 6.1–6.17

Preparing for the Perfect Pitch

In the storyThe team makes product choices, demonstrates the concept, looks for trial customers and an internal champion, and prepares its first funding plan.
What it trainsUnderstanding how power, incentives and informal networks affect decisions inside an organisation, and building a business case that addresses them.
Chapter 7 · Sections 7.1–7.8

The Final Hurdle

In the storyThe team completes its final preparation and meets three investors with different priorities. The reader must decide how to present the venture.
What it trainsUnderstanding how investors assess a venture, presenting evidence in a clear sequence and preparing for the Q&A.

Using the book in a training programme

The book can be used in four two-hour modules. Participants make decisions, compare their routes and discuss the results in relation to the research. The four modules can also be delivered as a one-day executive programme.

Module 1

Finding and defining the problem

Turn a broad brief into a problem statement that can be tested and reviewed.

Module 2

Developing and testing solutions

Generate several options and test customer interest before building the product.

Module 3

Building the team and preparing the pitch

Choose the team and prepare the evidence needed for an investment decision.

Module 4

Pitching to investors

Present the venture, answer questions and respond to the investment decision.

Ask about The Venture Game executive training programme

Further reading

Work that did not fit inside a chapter block but is worth following up.

For courses and programmes

Bulk orders for teams, programmes and universities, and the training programme built around the book.

Get in touch Buy the book