The Internet and other communication networks have facilitated the growth of real-time or near-real-time networked gaming. Players from around the world can log on to a gaming server and enjoy playing a computer-mediated game of chance over a communication network, such as the Internet. These games can be played for fun, entertainment, or for gain.
Many games of chance have been implemented and deployed so that they can be played over communication networks. Networked games have the advantage of reaching a market segment of players who would prefer to play these games from the comfort of their own homes.
Operators of networked games compete with one another for players. The more players that play with a given operator, the more revenue that operator is able to generate. Therefore, operators of networked games seek to differentiate their services by offering new and unique variations of games that may attract more players.
One such means of differentiating networked games is to offer novel bonus features that give players a chance to increase (or decrease) their winnings. To this end, deploying new types of bonus features for games of chance played over a network, such as the Internet, can serve to draw in more players and potentially generate higher returns for the operator.
Disclosed herein are methods, devices, and systems for determining a progressive multiplier. At various times during a game of chance, the game of chance may offer a player an opportunity to play an additional bonus game. The bonus game may serve to potentially increase or decrease the player's wagers or winnings within the game of chance. For example, the bonus game may be played to modify a player's wager in one or more rounds of the game of chance. Alternatively, the bonus game may be played to modify the winnings, or payout, won by the player in one or more rounds of the game of chance.
The bonus game may comprise rounds, each round giving the player an opportunity to adjust the multiplier. Thus, the multiplier may be considered a progressive multiplier, in that it may change in each round of the bonus game. When the player completes the bonus game, the final value of the progressive multiplier may then be applied to increase or decrease the value of the player's wager or winnings. If, for example, the player wagers 10 credits in a game of chance, the game of chance might offer the player an opportunity to play a bonus game. If, at the end of the bonus game, the player has been awarded a progressive multiplier of 30, then the player's wager is multiplied by 30. Thus, the player's effective wager becomes 300 credits. Similar actions can be applied to a player's wager or winnings. Therefore, playing a bonus game can have the potential to make the player's wager or winnings significantly larger. However, if the final progressive multiplier has a value of less than 1 (e.g., ½), then the result of playing the bonus game will decrease the player's winnings.
In an example embodiment, a server device is connected to a client device via a communication network. The server device represents the bonus game “board” as an ordered list of positions, each position potentially containing a multiplier value. In each round of the bonus game, the player, who may access the bonus game from the client device, is initially associated with a first-stage position in the ordered list of positions. The server device then offers the player the option to change his or her position to a potentially different position. If the player accepts the option, the server device determines a second-stage position for the player, and associates the player with the second-stage position. On the final round of the bonus game, the server device awards the player the multiplier value contained in the position with which the player is associated.
These and other aspects and advantages will become apparent to those of ordinary skill in the art by reading the following detailed description, with reference where appropriate to the accompanying drawings. Further, it should be understood that the foregoing overview is merely for purposes of illustration and is not intended to limit the scope of the invention as claimed.
A game of chance featuring a bonus game may be facilitated through the interconnection of computers and communication networks.
In
Client devices 24 and server device 22 may include various computing technologies, such as those that are semiconductor-based, magnetic, optical, acoustic, or biological in nature, any combination of these computing technologies, or any other technology known today or developed in the future, that can be used in conjunction with computational devices. A networked game architecture may also be defined to comprise more or fewer elements. For example, server device 22 may be distributed across more than one physical or logical device.
A. Server Devices
Server device 22 may comprise a computing device with input, output, processing, storage, and memory functions. Server device 22 may be a form of personal computer, or may be physically designed for server operation. For example, server device 22 may be a rack- mounted or blade server component. Furthermore, server device 22 preferably includes at least one processor, one or more banks of memory, and program instructions stored in the memory and executable by the processor to carry out functions described herein.
With respect to the depiction of server device 22 in
Server device 22 may run a standalone or distributed operating system to enable server functions. This operating system may be based on Microsoft Windows, Apple's MacOS, Linux, FreeBSD or various other technologies. These operating systems preferably support multiple processes or threads of execution so that a single server device 22 can support a potentially large number of networked games simultaneously.
Server device 22 preferably operates under control of a server-stored program (not shown) capable of enabling client devices 24 to participate in one or more networked games.
The stored program in the server device 22 may also maintain a dynamic register of all players admitted to, and actively participating in, a networked game, together with data representative of the corresponding networked game.
B. Client Devices
Client devices 24 may comprise personal computers, laptop computers, wireless communication devices, such as cell phones, personal digital assistants, computer terminals, or similar devices. Client devices 24 preferably include at least one processor, one or more banks of memory, and program instructions stored in the memory and executable by the processor to carry out functions described herein. Furthermore, client devices 24 may operate under an operating system such as Microsoft Windows, Apple MacOS, Linux or FreeBSD, and are preferably provisioned with a web browser and network connection.
This network connection may take the form of a wireline connection, such as an Ethernet, cable modem, digital subscriber line, or T1 carrier connection. This network connection may also take the form of a local area or wide area wireless connection, such as IEEE 802.11 (Wifi), Code Division Multiple Access (CDMA), Global System for Mobile communications (GSM), or Worldwide Interoperability for Microwave Access (WIMAX). However, other forms of physical layer connections and other types of standard or proprietary communication protocols may be used.
Using client device 24, a networked game may be facilitated by a client process (not shown) that executes on client device 24, and the server-stored program (not shown), or server process, that executes on the server device 22. In order to play a networked game from any client device 24, a client process (not shown) may first be downloaded, for example, from server device 22 to client device 24. The downloaded client process (not shown) may then be installed in the client device 24, where after it is ready for execution. Alternatively, the client process (not shown) executes from within a WWW browser of the client device 24. In either case, once the client process (not shown) is launched, communication between the client device 24 and the server device 22 then proceeds.
The output functions of client devices 24 may comprise a graphical user interface (GUI) rendered on display 25. Such a GUI may represent networked game information in some combination of graphics and text. For example, a GUI on display 25 may represent a bonus game “board” associated with the client device 24, and include options to perform the acts of playing the bonus game. The client process executing on client device 24 will typically display different trade marks, color schemes, or “look and feel” depending on the networked game being played.
The implementation of games of chance played over a network and mediated by computers affords operators of these games options and variations that players may find attractive, such as associated bonus games. For example, a game of chance, such as a slot machine game, may offer one or more rounds of a bonus game to players who perform certain actions or achieve certain goals in the slot machine game. Such actions and goals in a slot machine game might include the player wagering a particular amount or at a particular phase of the slot machine game, or the slot machine game yielding a particular pattern of slot machine symbols on a payout line.
Using client device 24, a networked game may be facilitated by a client process (not shown) that executes on client device 24, and the server-stored program (not shown), or server process, that executes on the server device 22. The server process (not shown) may maintain a representation of a bonus game, and generate events representing occurrences in the bonus game. The client process (not shown) obtains the result of at least some events from server device 22, across communication network 26, and represents the state of the bonus game on display 25. For purposes of simplicity, in the discussion below human players will be referenced by the client devices 24 that they use to access server device 22. Note that a single client device 24 may be used by more than one human player, and a human player may use more than one client device 24.
An embodiment of a bonus game defines a bonus game “board” comprising an ordered list of positions. The game of chance may grant client device 24 a bonus game comprising one or more rounds (e.g., turns). During each round, the client device 24 may move between positions in the ordered list. Each position in the ordered list may be indexed with a respectively unique value, so that the positions can be referred to unambiguously. The ordered list of positions may be ordered according to these indices or according to some other reference values.
The indices may be explicitly displayed or may be implicit in the ordering of the positions. In a single round, a client device 24 is associated with an initial (first-stage) position in the ordered list of positions, and may be offered the option of moving one or more times to potentially different positions.
On a client device 24 display 25, the ordered list of positions may be represented as a series of rectangles, squares, circles or other shapes, regular or irregular, preferably arranged in a pattern. The pattern could be a straight line, a square, a rectangle, or a grid of the positions. The bonus game's output on display 25 may also include other embellishments suited to the type of bonus game being played. For example, a game with an outer space theme may include icons representing planets, stars, and spaceships. The player associated with client device 24 may be represented graphically on display 25, for example with an icon, or an anthropomorphic representation such as an avatar. The representation of the player associated with client device 24 may be visually coupled with a position with which client device 24 is associated.
Preferably, each position in the ordered list contains a multiplier value. These multiplier values may be numbers, such as a positive or negative integers, positive or negative real numbers, fractions, or other representations of numerical quantities (e.g., equations, ASCII characters, and so on). Additionally or alternatively, these multiplier values may be symbols representing numerical quantities, or symbols representing some other measure of value. Furthermore, while each position in the ordered list of positions contains a multiplier value, a position may contain an implicit multiplier value of 1. When this is the case, the multiplier value will have no effect, which may be interpreted as the position not containing a multiplier value.
When the bonus game completes, the client device 24 is preferably awarded the multiplier value contained in the position with which the client device 24 is associated. Thus, at the end of the bonus game, it is advantageous to client device 24 to be associated with a position containing one of the most desirable multiplier values.
Any given multiplier value contained in a position may be initially hidden. If this is the case, the multiplier value may be obscured or invisible to the client device 24, or may be represented by characters, icons, or graphics that are not representative of a value. For instance, a hidden multiplier value may be initially displayed as one or more question marks. When either the client device 24 becomes associated with the position, or some other event occurs, the initially hidden multiplier value is revealed. In a given ordered list of positions, more than one multiplier value may be initially hidden. If the client device 24 reveals more than one initially hidden multiplier value, these initially hidden multiplier values may be combined to have a cumulative impact on the multiplier value that is ultimately awarded to the client device 24.
At least some positions in the ordered list of positions may contain an action. Such an action may indicate that, upon becoming associated with the position containing the action, client device 24 will be responsively re-associated with a different position. In other words, client device 24 is responsively moved from one position to another position. However, actions can be defined to encompass virtually arbitrary procedures. Thus, for instance, a position may contain an action that ends the bonus game, changes the nature of the bonus game, or shows further information on display 25.
The movement of the client device 24 amongst the ordered list of positions may be forward or backward relative to the ordering of the ordered list. Preferably client device 24 has the option to move once per round of the bonus game. However, client device 24 may be granted “free” moves and thus be able to occasionally move more than once per round of the bonus game. If the ordered list of positions defines a “first” and “last” position, the client device 24 may be prevented from moving beyond these “first” and “last” positions and thus off the “board.” Alternatively, the client device 24 may be allowed to “wrap around” from the “last” position to the “first” position, or vice versa.
At the beginning of a round of a bonus game, the position of client device 24 may be referred to as a first-stage position. The movement of client device 24 is preferably relative to this first-stage position, and may be determined by generating an offset from this position. The offset is preferably a randomly-generated integer within a given range. For example, an offset may be randomly generated by simulating the roll of a typical six-sided die, thus generating a random number in the range of 1 through 6. However, other means for generating random numbers and other ranges of random numbers may be used. Furthermore, the offset need not be an integer, need not be randomly generated, and may be of a negative value.
An example of an embodiment of a bonus game is depicted in
For a client device 24 in a bonus game that uses ordered list of positions 200, during each round, server device 22 will preferably generate a random first offset to determine the next position of client device 24 on the “board.” This first offset may be a positive or negative integer, representing a direction and number of positions. However, the first offset need not be an integer and may take on other types of values instead. The first offset could then be applied to the first-stage position of client device 24, to determine a second-stage position for client device 24.
Furthermore, one of the possible values of the offset may be regarded as a special offset value. If server device 22 generates a first offset with a value matching the special offset value, server device 22 may then grant client device 24 a “free” round, and responsively generate a random second offset. The first offset may be applied to the first-stage position of client device 24 to determine an intermediate-stage position. Then, the second offset may be applied to the intermediate-stage position to determine the second-stage position for client device 24.
If client device 24 becomes associated with position 215, the initially hidden multiplier value contained in position 215 may be revealed. Server device 22 may also store the initially hidden multiplier value in a memory. On a preferably subsequent final round of the bonus game, the initially hidden multiplier value may be retrieved from the memory and combined with the multiplier value contained in the position associated with client device 24.
Another example of an embodiment of a bonus game is as follows. It is presumed that client device 24, in a game of chance, has placed a wager or has been awarded winnings. As part of the wager or winnings, client device 24 is allowed to play a bonus game. The bonus game “board” comprises an ordered list of positions, where each position contains an integer index chosen without replacement from the range of 1 through 100, and the ordered list of positions is ordered according to these indices. The multiplier values contained in each position have the same values as their respective indices. Thus, multiplier values of 1 through 100 are each represented exactly once and appear in ascending order relative to the ordered list of positions.
A client device 24 entering a bonus game is presented the “board” and given a choice of 5 six-sided dice. Client device 24 selects a die, which is then “rolled.” Server device 22 generates a random integer to represent the rolling of the die. The resulting number is used to move an icon representing the client device 24 along the ordered list of positions, starting from the position containing the index of 1. Client device 24 is then given the option to select another die, and the number “rolled” on that die is used to again move the icon forward by an equivalent number of positions. If a “die roll” results in a value of 6, client device 24 is awarded a “free roll” and that die is rolled again. The icon is then moved according to the sum of the two rolls. A certain maximum of “free rolls,” such as two, are allowed per die.
If the icon lands at a position containing an action, the icon moves backwards or forwards, according to the action, to a different position. If the icon reaches position 100 (the “last” position on the board) the bonus game ends. Otherwise, the bonus game ends when all 5 dice have been “rolled,” plus the “free rolls,” if applicable. Client device 24 may elect to terminate the bonus game at any stage prior to rolling all of the dice.
When the bonus game terminates, either through rolling all of the dice as described above, or through early termination by client device 24, the multiplier value contained in the final position of the icon is awarded to client device 24 as the progressive multiplier. The progressive multiplier is applied to the value of the wager or winnings of client device 24 in the game of chance. For example, suppose that client device 24 had won 25 credits in the game of chance, and the bonus game had yielded a progressive multiplier of 37. Then, client device 24 would receive a total of 25*37=925 credits.
In a variant of the bonus game, certain positions on the board may contain initially hidden multiplier values. If the icon lands on a position containing an initially hidden multiplier value, the initially hidden multiplier value is revealed and is added to, or multiplied by, the multiplier determined by rolling of the dice as described above.
Each of the methods described below are for purposes of example. In each method, more or fewer steps may be used, and the steps may be carried out in a different order than is illustrated below. Additionally, two or more of these methods may be combined with one another in multiple arrangements. However, preferred embodiments are not limited to these methods or any combination of these methods. Furthermore, while certain steps of these methods are described below as being carried out by either server device 22 or client device 24, these steps may be carried out by either device, another device in system 20, or a different device not shown.
Prior to the carrying out any of these methods, client device 24 may have submitted a wager with an associated game of chance, or may have acquired winnings from an associated game of chance. In these cases, any progressive multiplier awarded to client device 24 as a result of playing a bonus game may be applied to the respective wager or winnings. However, the progressive multiplier is not limited to these uses and may be applied to other aspects, values or conditions associated with the game of chance. Also, prior to carrying out any of these methods, client device 24 may have already played one or more rounds of the bonus game before playing a round according to any of these methods.
At step 305, server device 22 maintains an ordered list of positions. Preferably, each position in the ordered list is uniquely indexed and the ordered list is ordered according to these unique indices. Furthermore, each position preferably contains at least a multiplier value. The multiplier values contained in positions are preferably integers but may alternatively be any form of numerical representation. At step 310, server device 22 associates client device 24 with a first-stage position in the ordered list of positions. This first-stage position may be any position in the ordered list, for example, a “first” position with respect to the ordering according to the positions' unique indices.
At step 315, server device 22 offers client device 24 an option to change its association with the first-stage position to a different position in the ordered list of positions. The offer may be manifested by server device 22 transmitting a message to client device 24 over communication network 26. Alternatively, the offer may be implicit in the information already on the display 25 of client device 24. Regardless of how the offer is delivered or displayed, at step 320, client device 24 has the ability to either accept or not accept the option. If client device 24 does not accept the option, then at step 325, server device 22 awards client device 24 the multiplier value associated with the first-stage position as a progressive multiplier. This progressive multiplier can then be applied to a wager or winnings of client device 24 to either increase or decrease the value of the wager or winnings.
On the other hand, if client device 24 accepts the option, then at step 330, server device 22 determines a second-stage position. This determination can take many forms, for example server device 22 generating an offset and applying the offset to the first-stage position to establish the second-stage position. The offset may be a dynamically-generated random or pseudo-random number, a pre-generated random or pseudo-random number, or some other value.
Preferably, server device 22 transmits an indication of the outcome of the determination to client device 24, and client device 24 may show a representation of the outcome on display 25. Regardless of how the second-stage position is determined, at step 335 server device 22 associates client device 24 with the second-stage position. Preferably, server device 22 transmits an indication of this new association to client device 24, so that client device 24 may show a representation of the new association on display 25. For example, client device 24 may animate an icon or avatar moving from the first-stage position to the second-stage position.
Accordingly, at step 505, server device 22 maintains a special offset value. At step 510, server device 22 generates a first offset, and, at step 515, server device 22 determines that the value of the first offset matches the special offset value. At step 520, server device 22 generates a second offset and, at step 525, server device 22 determines an intermediate-stage position by applying the first offset to the first-stage position of client device 24. Then, at step 530, server device 22 determines a second-stage position by applying the second offset to the intermediate-stage position. Preferably, server device 22 then carries out step 335 and associates client device 24 with the second-stage position. Server device 22 may transmit an indication of this new association to client device 24, and client device 24 may show a representation of the new association on display 25. For example, client device 24 may animate an icon or avatar moving from the first-stage position to the intermediate-stage position and then to the second-stage position.
At step 710, server device 22 stores the initially hidden multiplier value in a memory. At step 715, preferably on a subsequent and final round of the bonus game, client device 24 becomes associated with a new position. At step 720, server device 22 retrieves the initially hidden multiplier value, and at step 725, server device 22 awards a combination of the multiplier value contained in the new position and the initially hidden multiplier value to client device 24 as the progressive multiplier. This combination of the two multiplier values may be formed by carrying out an operation (such as a mathematical operation) on these multiplier values. For example, the two multiplier values may be added to form the progressive multiplier value that is awarded to client device 24. Alternatively, the two multiplier values may be multiplied with one another to form the progressive multiplier value that is awarded to client device 24.
Disclosed herein are methods, devices, and systems for determining a progressive multiplier in a bonus game associated with a networked game of chance played over a communication network. The progressive multiplier may be determined over the course of one or more rounds of the bonus game and may be awarded to a player who wagers in the game of chance or is awarded winnings in the game of chance. The value of the resulting progressive multiplier may then be applied to the player's wager or winnings to increase or decrease the value of the wager or the winnings. By offering players the opportunity to increase the yield of their wagers or winnings, an operator of the game of chance may increase the attractiveness of the game of chance to players.
Since many modifications, variations, and changes in detail can be made to the described embodiments, it is intended that all matters in the preceding description and shown in the accompanying drawings be interpreted as illustrative and not in a limiting sense. It is intended to be understood that the following clauses further describe aspects of the present application.
(1) A method, in a server device, for determining a progressive multiplier for a client device, the server device and the client device coupled by a communication network, the method comprising:
maintaining an ordered list of positions, each position containing a multiplier value;
associating the client device with a first-stage position in the ordered list of positions;
offering, to the client device, an option to change its association to a second-stage position;
if the client device does not accept the option, then awarding the multiplier value contained in the first-stage position to the client device as the progressive multiplier; and
if the client device accepts the option, then:
(2) The method of clause (1), further comprising:
responsive to associating the client device with the second-stage position, awarding the multiplier value contained in the second-stage position to the client device as the progressive multiplier.
(3) The method of clauses (1) or (2), wherein the progressive multiplier is an integer and is associated with a winnings from a game of chance operable at the server device, the method further comprising:
multiplying a value of the winnings from the game of chance by the value of the progressive multiplier.
(4) The method of clauses (1), (2), or (3), wherein the progressive multiplier is an integer and is associated with a wager from a game of chance operable at the server device, the method further comprising:
multiplying a value of the wager from the game of chance by the value of the progressive multiplier.
(5) The method of clauses (1), (2), (3), or (4), further comprising:
maintaining, at the server device, a threshold number of options;
determining that the client device has already accepted the threshold number of options; and
responsive to associating the client device with the second-stage position, awarding the multiplier value contained in the second-stage position to the client device as the progressive multiplier.
(6) The method of clauses (1), (2), (3), (4), or (5), wherein the second-stage position contains an action, and wherein associating the client device with the second-stage position comprises performing the action contained in the second-stage position.
(7) The method of clauses (1), (2), (3), (4), (5), or (6), wherein the action contained in the second-stage position responsively associates the client device with a third-stage position in the ordered list of positions.
(8) The method of clauses (1), (2), (3), (4), (5), (6), or (7), wherein associating the client device with the second-stage position comprises generating a first offset from the first-stage position and determining the second-stage position comprises applying the first offset to the first-stage position to establish the second-stage position.
(9) The method of clauses (1), (2), (3), (4), (5), (6), (7), or (8), wherein the value of the first offset is an integer.
(10) The method of clauses (1), (2), (3), (4), (5), (6), (7), (8), or (9), wherein generating the first offset comprises randomly generating the first offset.
(11) The method of clauses (1), (2), (3), (4), (5), (6), (7), (8), (9), or (10), wherein determining the second-stage position comprises:
maintaining, at the server device, a special offset value;
generating a first offset;
determining that a value of the first offset matches the special offset value;
generating a second offset;
determining an intermediate-stage position by applying the first offset to the first-stage position; and
determining the second-stage position by applying the second offset to the intermediate-stage position.
(12) The method of clauses (1), (2), (3), (4), (5), (6), (7), (8), (9), (10), or (11), wherein each position in the ordered list of positions is indexed and the positions in the ordered list of positions are ordered according to their respective indices.
(13) The method of clauses (1), (2), (3), (4), (5), (6), (7), (8), (9), (10), (11) or (12), wherein, in at least one of the positions in the ordered list of positions contains an initially hidden multiplier value, wherein the server device comprises a memory, and wherein the method further comprises:
revealing the initially hidden multiplier value upon associating the client device with a position that contains the initially hidden multiplier value; and
storing the initially hidden multiplier value in the memory.
(14) The method of clauses (1), (2), (3), (4), (5), (6), (7), (8), (9), (10), (11), (12), or (13), wherein awarding the multiplier value contained in the first-stage position to the client device as the progressive multiplier comprises:
retrieving, from the memory, the initially hidden multiplier value; and
awarding a combination of the multiplier value contained in the first-stage position and the initially hidden multiplier value.
(15) The method of clauses (1), (2), (3), (4), (5), (6), (7), (8), (9), (10), (11), (12), (13), or (14), wherein the multiplier value is an integer.
(16) A method for determining a progressive multiplier for a client device, the method comprising:
maintaining, in a server device, an ordered list of positions from, each position containing a multiplier value chosen without replacement from the range of 1 to 100, the ordered list of positions ordered according to their respective multiplier values, wherein at least one position in the ordered list of positions includes an action that specifies responsively associating the client device with a respective target position in the ordered list of positions;
associating the client device with a first-stage position in the ordered list of positions, the first-stage position containing a first multiplier value;
transmitting, to the client device, an option to change the client device's association with the first-stage position;
receiving an indication that the client device has accepted the option to change the client device's association with the first-stage position;
randomly generating an integer in the range of 1 to 6;
adding the integer to the first multiplier value contained in the first-stage position to determine a second multiplier value;
associating the client device with a second-stage position that contains the second multiplier value;
determining if the second-stage position contains an action;
if the second-stage position contains the action, then responsively associating the client device with the respective target position specified by the action; and
if the second-stage position does not contain the action, then upon a determination that the server device is not to offer the client device another option, awarding the multiplier value contained in the second-stage position to the client device as the progressive multiplier.
(17) A method, in a server device, for determining a progressive multiplier for a client device, the server device and the client device coupled by a communication network, the method comprising:
maintaining an ordered list of positions, each position containing a multiplier value, wherein the client device is associated with a first-stage position in the ordered list of positions;
determining, based on the first-stage position, a second-stage position in the ordered list of positions;
associating the client device with the second-stage position; and
awarding the multiplier value contained in the second-stage position to the client device as the progressive multiplier.
(18) The method of clause (17), wherein determining the second-stage position comprises generating an offset from the first-stage position and applying the offset to the first-stage position to establish the second-stage position.
(19) The method of clauses (17) or (18), wherein the value of the offset is an integer.
(20) The method of clauses (17), (18), or (19), wherein generating the offset comprises randomly generating the offset.
(21) The method of clauses (17), (18), (19), or (20), wherein each position in the ordered list of positions is indexed and the positions in the ordered list of positions are ordered according to their respective indices.
(22) The method of clauses (17), (18), (19), (20), or (21), wherein, in at least one of the positions in the ordered list of positions, the multiplier value is initially hidden, wherein the server device comprises a memory, and wherein the method further comprises:
revealing the initially hidden multiplier value upon associating the client device with a position that contains the initially hidden multiplier value; and
storing the initially hidden multiplier value in the memory.
(23) The method of clauses (17), (18), (19), (20), (21), or (22), wherein awarding the multiplier value contained in the second-stage position to the client device as the progressive multiplier comprises:
retrieving, from the memory, the initially hidden multiplier value; and
awarding a combination of the multiplier value contained in the second-stage position and the initially hidden multiplier value.
(24) The method of clauses (17), (18), (19), (20), (21), (22), or (23), wherein the progressive multiplier is an integer and is associated with a wager from a game of chance operable at the server device, the method further comprising:
multiplying a value of the wager from the game of chance by the value of the progressive multiplier.
(25) The method of clauses (17), (18), (19), (20), (21), (22), (23), or (24), wherein the progressive multiplier is an integer and is associated with a winnings from a game of chance operable at the server device, the method further comprising:
multiplying a value of the winning from the game of chance by the value of the progressive multiplier.
(26) A server device, coupled to a client device via a communication network, the server device comprising:
a central processing unit (CPU);
a memory;
a communication network interface; and
machine instructions, operable by the CPU and stored in the memory, containing logic to execute the steps of:
(27) The server device of clause (26), wherein determining the second-stage position in the ordered list of positions further comprises machine instructions, operable by the CPU and stored in the memory, containing logic to execute the steps of:
generating an offset from the first-stage position; and
applying the offset to the first-stage position to establish the second-stage position.
(28) The server device of clauses (26) or (27), wherein the offset is an integer.
(29) The server device of clauses (26), (27), or (28), wherein generating the offset comprises randomly generating the offset.
(30) The server device of clauses (26), (27), (28), or (29), wherein each position in the ordered list of positions is indexed and the positions in the ordered list of positions are ordered according to their respective indices.
(31) The server device of clauses (26), (27), (28), (29), or (30), wherein, in at least one of the positions in the ordered list of positions, the multiplier value is initially hidden, wherein the server device further comprises machine instructions, operable by the CPU and stored in the memory, containing logic to execute the steps of:
revealing the initially hidden multiplier value upon associating the client device with a position that contains the initially hidden multiplier value; and
storing the initially hidden multiplier value in the memory.
(32) The server device of clauses (26), (27), (28), (29), (30), or (31), wherein awarding the multiplier value contained in the second-stage position to the client device as the progressive multiplier includes the server device further comprising machine instructions, operable by the CPU and stored in the memory, containing logic to execute the steps of:
retrieving, from the memory, the initially hidden multiplier value; and
awarding a combination of the multiplier value contained in the second-stage position and the initially hidden multiplier value.
(33) The method of clauses (26), (27), (28), (29), (30), (31), or (32), wherein the progressive multiplier is an integer and is associated with a wager from a game of chance operable at the server device, the method further comprising:
multiplying a value of the wager from the game of chance by the value of the progressive multiplier.
(34) The method of clauses (26), (27), (28), (29), (30), (31), (32), or (33), wherein the progressive multiplier is an integer and is associated with a winnings from a game of chance operable at the server device, the method further comprising:
multiplying a value of the winning from the game of chance by the value of the progressive multiplier.
Example embodiments have been described above. Those skilled in the art will understand, however, that changes and modifications may be made to these embodiments without departing from the true scope and spirit of the invention, which is defined by the claims.