In this context, I'd suggest that you've got two problems: First, the clients
all have to connect -- if there's no server, that means a shared network of
some sort. If there is, that may well be where the logic should live (unless
you're going to invent a protocol for them to talk to each other and agree on
state. This way possibly leads to madness, since distributed systems are hard.)
The next stage would be having each client read that shared state and display
appropriately. If there's a central server, it can arbitrate all that and only
show clients what they need to see; if there's not, well, now you have 2N+1
problems, and replication is just one.
The player who's in charge of a game does not neccesarily have to be the same
machine that runs that game. Servers are nice that way.
Aria