Sorry to break the news to you, but what you describe is a synchronization problem when you played your bomb. I guess
@felix can confirm: tichu.one is not a server based application. The four player apps communicate with each other to synchronize each move. Now here is the catch: what happens if it is player's A turn. A plays a card and at the same time player B plays his bomb before receiving player A's move? A synchronization error occurs because player B from his point of view played the bomb before player A. But when B's move reaches the phone of player A. A's move already happend and a bomb can no longer be played before the move...
Network latency or temporary reconnects between apps increase the risk of bomb synchronization issues to occur even further.
Based on my observation problems with bombs played are causing most of the "wait 10 seconds .. round needs to be restarted" issues we encounter in this app.
Can you exploit this? I guess, to some extend yes. You have to time playing your bomb with the move of another player. Converting a certain tichu win of your opponents to a redeal of all cards is an advantage. But you have to guess the correct timing and then there are still network transmition times, etc. So you can try but still need some luck to make it happen and with a bomb you have a high chance to defeat a tichu within the rules and this will normally give more points then a redeal ...
But back to your example: you played the bomb yourself and most probably uhrensohn played his turn at the same time and then the behavior you describe happens.
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To be clear, the bomb was played on my turn.
D
A C
B
turn moves to A
A plays draw
turn moves to B
B plays bomb (i've seen it happen without a bomb too, for example playing an ace pair with one card left)
turn moves to C
flickering connection status and round reset
As I said in my last message, I would be happy to know that it's just a coincidence. I agree that the nature of the application and realities of real-life connection fallibility can result in frustrating situations for anyone. However, several times now (and only after very big plays!!) I've seen players have this behavior, which is consistent and repeated and is notably different from a typical connection issue we might experience. The key differences for me are that the connection status flickers between "___ has connection problems" and "___ is back" until the turn timer has expired, rather than cutting out as usual. It can be intentional or unintentional but it's happening and over time I have become more and more suspicious about why it always has the same result in the same situations from the same players.