Latest versions of the game are highly intolerant for longer ping times. Then, it often happens that my connection is routed via crappy "tinet.net" skeleton network, managed by some
GTT. See what happens when I try to traceroute the thing:
10 ae6.fra61.ip4.tinet.net (141.136.103.213) 39 ms 55 ms 40 ms
11 xe-2-1-0.lon21.ip4.tinet.net (89.149.183.29) 3947 ms 4293 ms 3866 ms
Hop 16 is blockchain-reaction. This is an extreme example, usually this router delays by 1.0 to 1.5 second. I've tried to bypass this crappy tinet.net skeleton by using some HTTP proxies, but they sometimes introduce even higher delays.
From my observations it seems that even one outlier ping above 500 msec may cause the game to lock unrecoverrably. Of course in this case stakes are not returned. Then, playing higher stakes is just a roulette (with rather high house edge, if you ask me...).
It seems to me that the game code design was not done with high network delays in mind. Probably design phase tests were only conducted on a LAN. I've played different games online on different platforms and had not encounter similar problems.