Entrepreneur board game

A "unique" board game designed specifically for gaining business ownership skills in a fun, educational context. Also includes optional accounting activities.

Format

Format

Suitability

Learner

College

& Adult

G 10–12

G 7–9

G K–6

Pre K

Depth
Duration
Language

Depth

Duration

Language

Detailed

MAX

dozens of hours

English

Moderate

MIN

1 hour

Intro

PRICES & BUY

About

The GoVenture Entrepreneur Board Game combines the best of your favorite board games into a business context where you run your own business and compete, collaborate, and negotiate with other players.

Game play is designed to recreate the real-life thrills and challenges of entrepreneurship in a fun and educational social learning experience.

Activities are expertly designed to enable you to experience the true challenges of entrepreneurship, Meanwhile at the same time, provide an engaging and experiential group learning opportunity.

Unlike books, courses, seminars, or common "opoly" style business games, GoVenture brings learning to life. The board game format enables a type of group learning which may be difficult to capture using role-playing exercises or software-based business simulations.

Activities include:

•  Buying, Pricing, and Selling Products (called "Gwidgets")

•  Managing Employees

•  Paying Expenses

•  Managing Cash Flow

•  Investing in Product Quality and Marketing (Brand)

•  Negotiating with other players

•  Interacting with other players through question and answer, drawing, charades, trivia, word puzzles, and more!

•  Balancing work and life

•  Evaluating Success by Calculating Equity

•  Preparation of Balance Sheet and Profit and Loss statements (optional)

•  Accounting General Journal and General Ledger (optional)

... and much more!

For ages 12 to adult, middle school to
post-secondary.

Learning Outcomes

Gain knowledge and skills in entrepreneurship, business, finance, marketing, communication (verbal and non-verbal), observation, negotiation, planning, economics, critical thinking, analysis, decision-making, mental arithmetic, and more!

For a detailed list, see Activities, Topics, and Outcomes section below.

Board Game Contents

Each board game can be played by 2 to 6 players, each with their own business, or up to 12 players in teams. Each game includes spinner, money, playing cards, sand timer, and playing pieces.

Home Version

Includes one board game.

Educational Version

Includes one board game and the following additional items:

  • Experiencing Entrepreneurship Book: A 50-page book (spiral-bound) that outlines the basics every aspiring entrepreneur, young and old, needs to know in an easy-to-read, summary format.
  • Education Bundle: Instructor Guide, Learning Guides and Activities — Student and Instructor editions, Test Bank.
  • GoVenture Lemonade Stand: 1-SEAT School license    of GoVenture Lemonade Stand — an easy and fun educational software game for all ages.

PRICES & BUY

Video

Tutorial

Tutorial Video

Activities, topics,
and outcomes

With over 150 activities, topics, and outcomes covered, the GoVenture Entrepreneur Board Game makes it quick and easy to deliver curriculum-matched outcomes in a way that is problem-based, cross-curriculum, thematic, and holistic.

Help

Technical Support
Sales Questions
Education QuestionsCONTACT

Case Studies

Why the GoVenture Board Game is so unique

Fun and educational
GoVenture is expertly designed to be both fun and educational. Every activity is carefully selected to provide a specific learning outcome, while not compromising the entertainment value of the overall experience.

Variety
Many board games have players doing the same activity repeatedly. GoVenture merges activities from popular games so players have a variety that keeps interest level high. In any single session you'll be required to act out subjects as you would with Charades, solve word puzzles, answer trivia questions, draw, solve definitions, and answer riddles.

No waiting
In GoVenture every player participates in every turn. Players remain engaged in the game because they don't find themselves "waiting for their turn."

Collaborative
Unlike many board games which require minimal interaction between players, GoVenture constantly has players interacting, collaborating, and competing. This approach leverages the benefits of group dynamics to create a positive social learning experience.

Positive competition

Many board games encourage zero-sum competition, meaning each player wants to win while hoping others lose. Competition can be healthy and motivating, but it can also create negative feelings if not structured carefully. In GoVenture, players want to win, but instead of hoping others lose, they are encouraged to want everyone to succeed. This approach uses the positive benefits of competition while eliminating the negative social consequences.

Everyone feels good

Unlike many games which may leave some players feeling inadequate, GoVenture is designed to make players feel good about the game and themselves. While it is possible to go bankrupt, the experience itself remains positive and provides the opportunity to continually improve.

Easy to play but has depth

Many board games have to compromise between ease of play and strategy. GoVenture is designed to be quick and easy to play, yet have a high level of long term and repeat playability. Startup instructions are very brief, as are the entire game instructions. Many Challenge cards are designed to be open ended, with no specific answer, so they can be played repeatedly. Game play and strategy reveals itself as you play so players increasingly focus on different aspects of the game the longer they play.

For youth and adults

Many board games tend to be focused on a specific age group. GoVenture is designed to be playable for ages 12 to adult, including mixed ages and experience levels.

 

Lower game board. The game board represents one calendar month, divided into four weeks. All players participate in every turn. Each week, players experience a business activity, challenge, and compete for customers. At the end of each month, players calculate their Success. They can optionally complete accounting worksheets, including Balance Sheet, Profit-and-Loss Statement, General Ledger, and General Journal.

Upper game board. Chips (not shown) are used to mark each business's Price, Quality, Brand, number of Employees, and the entrepreneur's Lifestyle. Each business can choose its own strategy by setting product price, and investing in quality and marketing. For example, a business can choose to be a low-cost, low-quality supplier, while another can choose to be a high-cost, high-quality supplier — or somewhere in between. A business can change its strategy as the game progresses, choosing to fill a gap in the market or to directly challenge other competitors.

  • Game Instructions

    Getting Started

    1. The objective of the game is to make the most money. The player that accumulates the most equity wins. See SUCCESS on the game board for details.
    2. Players make money by selling Gwidgets. A Gwidget can be anything you can imagine.
    3. Assign a player to handle money for the bank. Each player starts the game with:
      1. 2,000 Gwidgets in the following denominations:
        1. 3 x 500 (large blue chips)
        2. 5 x 100 (large orange chips)
        3. Extra Gwidgets should not be used in the game. Set them aside.
      2. $25,000 Cash.
      3. Each player chooses a set of colored chips. All players place colored chips on the game board as follows:
        1. Quality Med
        2. Brand 0
        3. Employees 2
        4. Lifestyle 0
        5. Price — Each player chooses his/her own price. Price can only be changed when indicated on the game board.
    4. Find the Challenge Marker card from the Challenge Cards and give it to the Banker. Shuffle Challenge Cards and place face down on the game board.
    5. Each player should have paper and pen or pencil.
    6. Set the playing piece on the game board to Start. All players use the same playing piece. The Banker moves first.
    7. Go! Players take turns moving the playing piece one step per turn, but all players play every turn. The board has four weeks, or one month. Play as many months as you like.

     

    Start playing now and read the rest of the directions as you go along.

    Customers

    Customers base their purchase decisions on three psychographic factors: Price, Quality, and Brand.

    The player that moved the playing piece spins to determine Customer Psychographics (middle ring of the spinner).

    Every business that matches the Customer Psychographics spins to compete for the sale. Use the outside ring of the spinner, numbered 1 to 10. Highest spin sells 1,000 Gwidgets. Second-highest sells 500. Third-highest sells 300. Fourth and lower sell 100 each. Non-spinning players sell none. Spin to break ties.

    Example: The spinner lands on "Quality High." Blue, Red, and Green have Quality High so they each spin to compete for the customer. Blue lands on 10, Red on 7, and Green on 2. Blue sells 1,000 Gwidgets, Red 500, and Green 300. All others sell none.

    Gwidgets are sold at the Price set by the business.

    Return sold Gwidgets to the Gwidget Supply on the game board. For example, if Blue's price is $40, and Blue sells 1,000 Gwidgets, Blue gets $40,000 from the Bank and returns 1,000 Gwidgets to the Gwidget Supply on the game board.

    If a Player does not have enough Gwidgets to sell, s/he may sell up to as many as s/he has, or purchase more from other players. Players may buy Gwidgets from each other at any time and at any price negotiated. Example: If you only have 700 Gwidgets and want to sell 1,000, you can buy 300 from another player to complete the sale.

    HINT: A business which has high quality, high brand, and low price will attract the most customers. But be careful to set your price high enough to generate a profit.

    Challenge

    All players ante (pay) $1,000 each into the "Pot" on the game board. The Bank matches the total ante. The player with the Challenge Marker picks up a Challenge card and reads it out loud.

    For Good News Bad News cards, money exchange is with the Bank, not the Pot. Once a card is played, the same player picks up another Challenge card.

    For all other Challenge cards, start the 60-second sand timer once the card is read. Money is won from the Pot, but cannot be taken from the Pot unless at least one correct answer is provided. If there are no correct answers, the money stays in the Pot. Any money left in the Pot is added to the ante in the next challenge. Once a player completes a challenge s/he passes the Challenge Marker to the next player in a clockwise direction. Continue with the game (no one picks up another card until indicated on the game board).

    Invest in Marketing

    All players may invest in marketing as indicated on the game board. Payments are made to the Bank.

    Employee Payroll

    All players pay the Bank the amount indicated by the Employees chips on the game board.

    Customer Loyalty

    The player that moved the playing piece spins. All players win the amount indicated (from the Bank). For example, if the spinner lands on 6 and Red has High Quality, Red wins: $1,000 x 6 = $6,000.

    Loan Payment

    All players pay the Bank the amount of Debt interest indicated by the color chips on the game board. After paying the interest, a player may also pay off the Debt and remove the loan chip from the game board. Or, a player may make a partial payment on the Debt and move his/her loan chip down to the corresponding amount remaining. For example, Red has debt of $25,000 so pays interest of $3,000. Red also chooses to reduce the debt by paying another $15,000 and moving the Debt chip to $10,000.

    Customer Service

    The player that moved the playing piece spins. All players win the amount indicated (from the Bank). For example, if the spinner lands on 6 and Red has 2 Employees, Red wins:

    6 x $300 x 2 = $3,600.

    Employee Management

    All players may choose to change their number of employees by paying the amount indicated to the Bank. Changes made should be indicated by moving the Employees chips.

    Inventory Expires

    All players move their Quality chips to Low. All players each return 300 Gwidgets to the Gwidget Supply (if they have them).

    Brand

    All players move their Brand chips down one level.

    Taxes

    All players spin and pay the Bank the amount indicated.

    Success

    Calculate success as indicated on the game board. Players should read their scores out loud. Players may agree to end the game now, or play another month.

    Buy Gwidgets

    All players may purchase Gwidgets for $5 each from the Gwidget Supply. The maximum number of Gwidgets a player can purchase is equal to the number of Gwidgets available from the Gwidget Supply divided by the number of businesses (for example, if 4 businesses and 1,000 Gwidgets, up to 250 can be purchased by each business). Players may buy Gwidgets from each other at any time and at any price negotiated.

    Invest in Quality

    All players can choose to increase the quality of their Gwidgets by investing in quality. Payments are made to the Bank.

    Set Price

    All players may move their chips to any price they choose. Prices cannot be changed at any other time.

    Additional Rules and Resources

    A player may raise money from other players at any deal negotiated, either by selling shares or getting a loan (no maximum). A player can also borrow money from the Bank (maximum $35,000 owed at any one time).

    A player may start a new business by paying the Bank $100,000. Start with same settings as in Step 3 (left column).

    Players may choose to play in teams. Each team runs one business together and is considered a single player when following the rules of the game.

    Players may choose to practise accounting by using the Balance Sheet, Profit and Loss, General Ledger, and General Journal documents available for free download from the GoVenture website.

Education Bundle Resources

 

Education Bundle Resources are included in Adobe PDF format with your product purchase (certain licenses excluded). Click the PRICES tab for details.

Experiencing Entrepreneurship

An Illustrated Introduction to Entrepreneurship

Lesson plans and activities designed to bring business basics alive in the classroom.

Learning Guides & Activities

Instructor & Student Editions

A selection of objective questions which can be used to create tests.

Test Bank

Students calculate business equity to determine winner. At the instructor's option, students may also complete Balance Sheet, Profit-and-Loss Statement, Accounting Journal, and Accounting Ledger (see Game and Accounting Sheets under Free Resources). Learning Guides and Activities may also be used for student evaluation.

Performance Report

A 50-page book (spiral-bound) that outlines the basics every aspiring entrepreneur needs to know in an easy-to-read, summary format.

 

FREE Resources

 

Product Videos

Training Video External Link

Watch demonstration and training videos - the best way to get started quickly.

Award Certificates External Link

Printable certificates for rewarding learner achievement.

GoVenture Sponsorship Program

A special resource for schools and nonprofits to help find the funds needed to purchase GoVenture.

Game and Accounting Sheets External Link

Print extra Success sheets.  Practice accounting using these new game sheets: Balance Sheet, Profit-and-Loss Statement, Accounting Journal and Accounting Ledger.

Adobe PDF (396kB)

Education Standards  Maps External Link

See how GoVenture maps to specific education standards.

GoTeacher

Start your week with 1 item that informs, inspires, or entertains.

Instructor Guide External Link

A guide to using GoVenture in the classroom or in a business training environment.

Adobe PDF (417kB)

Cheat Sheet

Summarizes helpful business and money information into a single sheet of paper.

GoVentureOasis.com External Link

A free website containing a wealth of business tools, activities, and games.

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