Ok, Initially I couldn't reproduce the issue yet, making it hard to test, but I noticed some issues potentially which could caused by conflict in triggers process.
Some are by click some are by timeline start, although the timeline of the gameboard does not actually restart as it is set to resume on the revisit, none of these on timeline start triggers should actually work.
You can check this by placing an item with an entrance animation, this will only animate once, when you come back after answering an question it does not animate, so your timeline start triggers should not work either. To test this you can also activate the slider in the skin which reflects the duration of the timeline.
So now we need to probably force all states via variables,(as long as all events are the same per element) this will allow us to even reset the slide on revisit if we want, as variables always contain information consistently throughout the project, not just per slide.
Make sure that: clicks only impact variables, and then variables impact 'element' states, opposed to clicks directly impacting variables.
I tested the project again, with setting the gameboard slide to reset on revisit and I was able to finally reproduce the issue as described, just give it a try, you will see it causes it as described.
This most likely somehow what happens on some computers, even though it works on others. Creating triggers to control the same element on different events processed at the same time is aften a recipe for weird results.
The 'way of thinking' to adapt is - if I want to control 'A1' via a 'event' I should always use this same 'event' to control 'A1' at preference. so always at the same when, the action(result) can be different depending on the parameter change of the event(value) and/or the condition.
You can have a sequence of events on one object, this is good practice, just be careful not to change that object via an event on another object at a conflicting time in the timeline:) You can easily see this in the trigger box, anything that impacts an object should be under the same object. So If I use A1 with different events they should sequence.
e.g. of what not to do:
(Action) I spill my coffee - (where) sitting on chair - (event/when) I click my (object) coffee
(Action) I drink my coffee - (where) sitting on chair - (event/when) timeline starts (object) coffeelayer
two unique events impact the same action via a different object, this works often but can cause problems:
e.g. A more stable way of doing this can be:
action first set variable
1. (Action) change variable coffee=1 (where) slide - (event/when) user clicks on (object) coffee
1. (Action) change variable coffee=2 (where) slide - (event/when) user clicks on (object) me
action then change state
2. (Action) I spill my coffee - (where) sitting on chair - (event/when) variable coffee = 1
2. (Action) I drink my coffee - (where) sitting on chair - (event/when) variable coffee = 2
So to get back to the battleship game
I would try to ensure that any element is controlled by one event type. and that that unique event is impacted by a variation of causes and conditions.
I spill my coffee only on the condition that I am tired but always when (object) I am clicked
I drink my coffee without condition but always when (object) I am clicked(unless I am tired).
Lol, have fun with this one:)