The Venture Game is a simulation in book form. The reader plays an Entrepreneur in Residence and makes the decisions a founder actually has to make — under pressure, with incomplete information, and without the luxury of hindsight.
That design is deliberate. Ventures rarely fail for lack of intelligence or ambition; they fail because judgment is exercised badly at moments that only look decisive in retrospect. A branching narrative lets a reader make those calls, live with the consequences, and compare their route with someone else's. This page sets out what each chapter trains and the research it rests on.

Seven chapters and an epilogue, 79 sections, three possible endings.
The book is the spine of a four-module programme. Each module runs as a two-hour interactive session where participants make the calls, compare the routes they took, and debrief against the research. For executive education the four compress into a single day.
From a vague brief to a problem statement that survives a review.
Generating options, then proving someone wants one before it gets built.
Assembling the team, and building the case the decision will hinge on.
The room, the questions, and the decision you have to live with.
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.