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.

Seven chapters and an epilogue, 79 sections, three possible endings.
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.
Turn a broad brief into a problem statement that can be tested and reviewed.
Generate several options and test customer interest before building the product.
Choose the team and prepare the evidence needed for an investment decision.
Present the venture, answer questions and respond to the investment decision.
Work that did not fit inside a chapter block but is worth following up.
Bulk orders for teams, programmes and universities, and the training programme built around the book.