Wager started as a class project in Stanford’s ENG145 Technology Entrepreneurship course and quickly turned into something more uncomfortable:
a real-money wagering platform for Gen Z gamers, built by people (including me) who care a lot about responsible technology.

That tension is the whole point of why this project belongs on my portfolio.

I wanted to understand, from the inside, why products that play directly with dopamine, money, and status are so powerful and where the line is between “fun” and “exploitative.”

TL;DR

  • Built a peer-to-peer wagering platform where players bet on their own performance in games like Clash Royale; the platform takes a small cut per match.
  • Soft-launched at Stanford: 30+ users within ~1 hour, $80+ wagered in a single evening with just one day of marketing.
  • Secured a €100k investment offer from Sukna Ventures and later spun the venture out to Antler NYC, where it’s now being rebuilt and run by Jack Mascone.
  • For me, Wager became a values stress-test: can you design a betting product that’s transparent, skill-based, and less harmful or is the entire category fundamentally misaligned with the kind of systems I want to spend my life building?

Turn on sound to see the product in action:

1. The origin story: a €10 bet that no one paid

Tom and Max setting the bet
Tom and Max setting the bet

During Euro 2024, on day one at Stanford, my friend Tom and I (very German about football) made a €10 bet on Switzerland vs Germany. Tom had an exchange semester previously in St. Gallen and showed up with a Switzerland jersey. Unacceptable haha.

Switzerland lost.
Then we played a FIFA rematch.
Then nobody paid.

On the same day, at a Berkeley hackathon final, Tom pitched a thought he’d been carrying for years:

“What if there was an app that made these casual bets actually stick?”

The idea was simple enough to explain in one sentence:

A platform that lets gamers of all skill levels bet real money on themselves in their favorite multiplayer games.

Our class at Stanford’s ENG145 required us to turn a raw idea into a fundable startup in eight weeks. Wager became our case study.

2. The market we stepped into

We started with a few uncomfortable facts:

  • The esports market is around $3B in 2024, growing at ~27% CAGR from 2023-2030.
  • The first-ever Esports Olympics in 2025 will bring millions of new viewers into competitive gaming.
  • Our competitors, like Players’ Lounge (YC W18), have already processed $200M+ in wagers.

Kata and Max working on sketching the market: breaking the space into pros, mid‑ranked players, casuals and gaming × betting, showing where Wager sits.
Kata and Max working on sketching the market: breaking the space into pros, mid‑ranked players, casuals and gaming × betting, showing where Wager sits.

Competitor matrix slide positioning Wager among casinos, poker, prediction markets, sports and esports betting, and other skill-based wagering platforms.
Competitor matrix slide positioning Wager among casinos, poker, prediction markets, sports and esports betting, and other skill-based wagering platforms.

At the same time, almost none of the people we know are good enough to win big tournaments. They’re the 99.3% of gamers who are competitive, but not pro.

99.3% of gamers are competitive, but not pro
99.3% of gamers are competitive, but not pro

We framed Wager as:

“Online poker for video games” : you bet on your own skill, not on some distant team you’ve never met.

And yes, the business model is brutally simple:

We take ~10% commission on each peer-to-peer wager. High-frequency, small-stake bets can add up to serious revenue.

Expansion strategy slide: “Expansion Strategy: Hong Kong First” showing how we planned to grow from Clash Royale college gamers to Esports Olympics viewers and 1M+ gamers.
Expansion strategy slide: “Expansion Strategy: Hong Kong First” showing how we planned to grow from Clash Royale college gamers to Esports Olympics viewers and 1M+ gamers.

Regional rollout slide: "From Hong Kong to Asia" mapping an expansion path through Hong Kong, Singapore, Macau, Japan, South Korea, and the Philippines/Indonesia.
Regional rollout slide: "From Hong Kong to Asia" mapping an expansion path through Hong Kong, Singapore, Macau, Japan, South Korea, and the Philippines/Indonesia.

3. Why this is the opposite of how I say I want to build

I usually talk about:

  • Building products that age well, not just farm attention.
  • Avoiding manipulative mechanics that exploit addictions.
  • Designing for trust, agency, and long-term value.

So why on earth build a wagering platform?

Because it forces three hard questions:

  1. Is all betting inherently harmful, or does context matter?
    We chose skill-based, 1:1 wagers where you only bet on yourself, not on others or pure chance. That’s still risky but structurally very different from slots or loot boxes.

  2. Can product design reduce harm in a space that’s structurally addictive?
    We experimented with stake limits, loss caps, and transparent flows from the very first prototype.

  3. Do my values hold up when there’s obvious money and excitement on the table?
    Building Wager was a way to see if I’d lean into “growth at all costs” or step back when it conflicted with what I claim to care about.

Spoiler: I did eventually step back. More on that later.

4. Key product idea: trust by default

Most existing platforms in this space share three problems we kept hearing from users and even from competitors during job-interview-style calls:

  1. Verification hell
    Users have to upload screenshots, submit Twitch VODs, or argue in Discord whenever there’s a dispute.
  2. Low trust
    People believe “the house” or other players are cheating, and support teams burn time manually checking games.
  3. Too many knobs
    Bet on kills, assists, damage, placements, tournaments, side bets, jackpots… the complexity kills retention.

So we went the other way:

Our constraints

  • Only ship a game if we can verify results via API.
    Clash Royale was ideal: you can fetch battle logs via official APIs and know exactly who won. Later candidates were games like Fall Guys with similar telemetry.

  • Only one bet type: did you win or lose?
    No complicated odds, no betting on others, no side markets.

  • We’re the facilitator, not the house.
    Two players stake money, winner gets the pot minus commission. The platform doesn’t bet against users.

This “trust-first” angle became our main differentiation and shaped everything from the backend to the UI copy.

Solution slide from our deck: "Join · Play · Earn" with Wager UI mockups and the lines "Skill-based betting, not gambling. We are the facilitator, not the house. We monetize via transaction-based commission."
Solution slide from our deck: "Join · Play · Earn" with Wager UI mockups and the lines "Skill-based betting, not gambling. We are the facilitator, not the house. We monetize via transaction-based commission."

5. How the MVP actually worked

We built a simple web app at https://wgr.bet that connected directly to Clash Royale:

  1. Identify players

    • Each player pasted their Clash Royale user tag.
    • We hit the Clash API, validated they existed, and either created or linked a Wager user.
  2. Place a bet

    • Both players agreed on an amount (we gave each new user $5 to play with at the event).
    • Money stayed in an internal balance until cash-out.
  3. Play the game

    • Players started a friendly match in Clash Royale as usual.
  4. Auto-verify the result

    • Once the match ended, we fetched the latest battle log from the Clash API.
    • The backend computed the winner and updated both balances in a single transaction.
  5. Leaderboard for social pressure

    • A simple leaderboard showed balances and win stats per user tag just enough to trigger rivalry.

Desktop leaderboard view from the live Wager web app on wgr.bet showing player balances after Clash Royale matches.
Desktop leaderboard view from the live Wager web app on wgr.bet showing player balances after Clash Royale matches.

Desktop wager creation screen where players enter their Clash Royale user tags, choose a bet amount, and jump into a friendly match.
Desktop wager creation screen where players enter their Clash Royale user tags, choose a bet amount, and jump into a friendly match.

Simple bet and balance interface from the Wager web app illustrating how players top up and see their funds.
Simple bet and balance interface from the Wager web app illustrating how players top up and see their funds.

Early screenshot of optimizing Wager as a mobile web app.
Early screenshot of optimizing Wager as a mobile web app.

Technically, the stack was:

  • Backend: FastAPI + MongoDB on Google Cloud Run.
  • Frontend: React web app.
  • Infra: Containerized, minimal CI/CD, but robust enough to handle real money and API failures.

I owned the initial MVP end-to-end from API exploration to database schema and deployment then paired up with Shayan, our CIO, who rewrote key backend components and built the first proper React UI.

"Milestones Review" slide from our final pitch, summarizing the MVP: live site at wgr.bet, API game result fetch, leaderboard and balance tracking, cash-out and top-up, and cheat prevention.
"Milestones Review" slide from our final pitch, summarizing the MVP: live site at wgr.bet, API game result fetch, leaderboard and balance tracking, cash-out and top-up, and cheat prevention.

6. The social experiment: a Stanford tournament

To test our assumptions, we hosted a Clash Royale tournament at Stanford:

  • 30+ attendees, 16 active participants wagering, and >$80 in total bets within about an hour.
  • Our highest bettor staked ~$10 and played 8 games in a row.

Deck slide “The Wager Soft-Launch at Stanford” with event poster, cash on the table and a photo of the tournament venue.
Deck slide “The Wager Soft-Launch at Stanford” with event poster, cash on the table and a photo of the tournament venue.

Running the Wager tournament at Stanford – me at the laptop under red umbrellas as players gather to place bets and play Clash Royale.
Running the Wager tournament at Stanford – me at the laptop under red umbrellas as players gather to place bets and play Clash Royale.

The interesting part wasn’t the absolute numbers. It was behavior:

  • People who didn’t even have Clash Royale downloaded it on the spot just to join the action.
  • Once someone lost, they wanted a rematch immediately not next week, now.
  • The leaderboard turned our small room into a micro-casino of bragging rights.

We watched:

  • How quickly people ramped their stakes.
  • How they reacted to wins vs losses.
  • Whether anyone looked genuinely distressed or out of control.

The result: the energy in the room was fun, loud, and competitive but not (yet) dark. Still, you could feel how thin that line is.

7. Showing the thinking

I like making my assumptions explicit, especially when I’m nervous about them.

We sketched three big pillars on paper before writing a line of code:

  1. Gaming × Betting = FUN

    Players will have an enhanced gaming experience when there is money on the line.

  2. Simplicity & Transparency as competitive advantage

    When your money is on the line, you need the app to be simple and transparent.

  3. Starting with customers we know

    College gamers like us are the easiest starting segment we understand their habits and group dynamics.

From there, the process artefacts looked like this:

Hand-drawn “Key Assumptions” board with three circles for customer motivation, competitive advantage and income source, plus notes underneath each.
Hand-drawn “Key Assumptions” board with three circles for customer motivation, competitive advantage and income source, plus notes underneath each.

Quick sketch of MVP vs MVS: a Venn diagram showing the overlap between “Product” and “Market” where the real opportunity sits.
Quick sketch of MVP vs MVS: a Venn diagram showing the overlap between “Product” and “Market” where the real opportunity sits.

Position statement sketch: a 2×2 chart of uniqueness vs customer value with a target dot in the “cool + high value” quadrant.
Position statement sketch: a 2×2 chart of uniqueness vs customer value with a target dot in the “cool + high value” quadrant.

8. Why it makes money (+ why that scares me a bit)

Financially, the logic is chillingly straightforward:

  • Take the top ~15% of highly engaged viewers of something like the Esports Olympics (~30M expected viewers) and assume:
    • 10 bets/week
    • average $5 stake
    • 10% commission

Even conservative penetration gives you nine-figure revenue potential.

At the micro level we saw the pattern immediately:

  • Give each user $5 of “free” credit → they start playing “for fun”.
  • Once they’re in, it becomes “I just need to win back to even”.
  • The social layer (“you lost to Tom again?”) is a stronger retention driver than any push notification.

From a pure business perspective: it’s beautiful.
From a values perspective: it’s… worrying.

Wager showed me how easy it is to justify everything:

  • “It’s skill, not luck.”
  • “We cap stakes, we’re safer than casinos.”
  • “We’re democratizing esports income for the 99.8% who aren’t pros.”

All of those statements are partly true and still, the machine we were designing monetizes tension, loss, and competitive ego.

That realization is a big reason I didn’t keep pushing Wager as my long-term company.

Zoom call with an early investor and advisors, walking through Wager’s business model, metrics and risk profile.
Zoom call with an early investor and advisors, walking through Wager’s business model, metrics and risk profile.

Working session with Shahab and the team in a Zoom call, refining our target customers and success metrics in a shared "Metrics_Ideas" doc.
Working session with Shahab and the team in a Zoom call, refining our target customers and success metrics in a shared "Metrics_Ideas" doc.

9. Outcome: handing the reins to someone else

Presenting our “Key Assumptions” slide in class: customer motivation, competitive advantage, and customer acquisition, all mapped onto one screen.
Presenting our “Key Assumptions” slide in class: customer motivation, competitive advantage, and customer acquisition, all mapped onto one screen.

iOS camera roll full of short selfie videos while I rehearse the Wager pitch over and over again.
iOS camera roll full of short selfie videos while I rehearse the Wager pitch over and over again.

By the end of the Stanford term:

  • We had a working MVP, real users, revenue from commission, and a €100k term-sheet-style offer from Sukna Ventures.
  • The team then scattered across four time zones (NYC, Berlin, Tokyo, Karachi). Coordination costs went up; momentum went down.

Eventually, the concept was spun out and picked up by Jack Mascone at Antler in New York, who is now taking it forward full-time. My role is best described as early co-founder and product/engineering lead on the first iteration.

Here’s the short team pitch we used to tell that story:

Wager team dinner at Zareen’s Pakistani & Indian Kitchen after a long day of building and pitching.
Wager team dinner at Zareen’s Pakistani & Indian Kitchen after a long day of building and pitching.

I’m still proud of the execution but I’m also comfortable that someone else is now the one optimizing conversion funnels in this space.

10. What I learned (about product and about myself)

On product & markets

  • Trust is the real feature.
    In high-stakes spaces, users care more about clarity and fairness than about features. Our biggest differentiator wasn’t “betting on more games”, it was “automatic, uncheatable results.”

  • Regulation is product surface area.
    Payments, KYC, and platform policies are the product for anything touching money. Our payment provider research doc was as important as any Figma mockup.

  • Narrow beats broad.
    Focusing on just Clash Royale and a single bet type made it possible to get to a live test in weeks instead of months.

On my own values

  • I liked the craft of building Wager more than the idea of scaling it.
    That’s a signal: I enjoy complex, slightly edgy systems as experiments but I don’t necessarily want to dedicate years to them.

  • I’m happier working on products that compound value (like internal AI tools or education) than on ones that monetize impulses, even when they are “less bad” than the alternatives.

  • Saying “no” to continuing Wager as my main focus even with investor interest was a good test of whether my values are just marketing copy or actually guide my decisions.