An interactive business gamebook · First edition 2026

The Venture Game

Learn it, Play it: A Founder’s Guide

Your dream is to launch a startup. You can now step into the role of an Entrepreneur in Residence, navigating the early stages of building a venture inside and alongside a larger organisation. This book places you inside that reality. You will not be an observer, but the one who must choose.

7chapters
79sections
3possible endings
The Venture Game paperback on a table in an office
376 pages, paperback
“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 HoierJeppe Høier — Co-host, EUVC Corporate
“This simulation-based format immerses first-time entrepreneurs in realistic decisions, bringing corporate venture building to life under pressure.”
Francesco Di LorenzoFrancesco 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 AndersonMichael Anderson — CEO, PlaceB Limited and Advisory Board Member, Post & Parcel Expo International

What you take away

Ventures rarely fail for lack of intelligence or ambition. They fail because decisions get made under pressure, with incomplete context, and without the luxury of hindsight.

Judgment under pressure

You choose without complete information. Some calls feel right immediately. Others only make sense three chapters later.

Problem before solution

Getting through the mud: defining a problem worth solving, going into the field, and surviving the Problem-Fit review.

Prove before you build

Pretotyping and evidence — showing value before the product exists, instead of overbuilding an MVP nobody asked for.

Gatekeepers and politics

Corporate venturing is as much about people and power as it is about the venture. A brilliant idea does not automatically win.

The co-founder maze

Finding the right team for the right it — and noticing what it costs you when you try to carry the whole thing alone.

The pitch and the money

Twelve slides that hold up under scrutiny, and funding as a fork in the road rather than a finish line.

The journey

Seven stages and an epilogue. The route through them is yours.

  1. Into the unknownYour leap of faith — where ambition meets opportunity.
  2. Defining the problemThrough the mud — problem validation.
  3. Bringing ideas to lifeInspiration and solution discovery.
  4. The co-founder mazeGetting the right team for the right it.
  5. From spark to structureBuild it, lead the team, show what it could become.
  6. Preparing for the perfect pitchConvincing others to believe in your vision.
  7. The final hurdleSecuring the funding and getting off the ground.
  8. EpilogueFive years laterThe pre-mortem you should have run.
The venture journey, chapter by chapter
The journey map from the opening pages
A venture team at work

Who it is for

Anyone who has to build something new inside or alongside an organisation that was not designed for it.

  • C-level executivesYou back venture building in your own company and want to see it from the other side — the way the entrepreneur sees it.
  • Entrepreneurs in ResidenceYou have the mandate and the title. Nobody told you what day one looks like.
  • Corporate innovation leadsYou run venture programmes and need teams to spot a weak problem statement before it becomes a funded one.
  • First-time foundersMake the expensive mistakes on paper first, where walking away is a legitimate ending.
  • Students and educatorsA full venture journey that can be played, compared and debriefed in class.

Get your first two chapters free

Into the Unknown and Defining the Problem, as one PDF. Fill in the four fields and the download opens on the next page.

The download opens on the next page.

Where to get it

ISBN 978-87-977549-0-0 · 376 pages · English · First edition 2026

Jesper Bang-Olsen

Jesper Bang-Olsen

Jesper Bang-Olsen is a Danish venture builder and innovation leader who has spent more than a decade working at the intersection of startups, entrepreneurship, corporate innovation and emerging technologies.

Drawing on his firsthand experience in startup and venture creation, governance and market validation, his book allows the reader to explore entrepreneurship as it is actually lived. The Venture Game is the first book of its kind in the field of corporate venture development.

Enjoy the game.