Not sure I understand the question but, I don't see how this would happen.
On the BEAM it's processes all the way down. There's a process for that instance of the game, which is basically a big state machine, and 2 processes representing the client state, one for each player.
When the game (process) starts, it expects a message from player 1 (process), then one from player 2, and so on.
If there's a client timeout or network disconnection, the player process affected crashes, and if the app has been architected well, the other player process and game process are in a supervision tree, so they crash as well, perhaps notifying the other player that the game has ended because of a disconnection from the other peer.
But none of this will accept a move from the player 2 when it's player 1's turn.