An electronic or mechanical device that acts as an automated agent enabling clients to participate in a game of chance even though a client is not present at the site of the game. The device is located at a site where a game of chance takes place. The device acts as a proxy player by purchasing wagering chances, playing those chances, and reporting the results of those games of chance to clients who are not present at the site where the game takes place. The proxy player may learn a client's preferences and play a game without further input from the client while making gaming decisions according to those preferences. The device enables individuals to participate in games of chance, such as bingo or other types of games, even though they may be outside of the jurisdiction where such games are permitted.