ClientRpc s are not called

Rpc’s are not called when using NetworkLobbyManager instead of NetworkManager. It seems to work properly with the latter, but when I switch to the former, only [Command]'s are called, [ClientRpc]'s are somehow skipped. I am using Unity 5.1.0f3.

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

public class Player : NetworkBehaviour {

	public Deck deckPrefab;

	Deck deck;

	// Use this for initialization
	void Start () {
		if (isLocalPlayer) {
			if (!isServer) {
				GameObject.FindWithTag("MasterDeck").SetActive(false);
			}
			(this.deck = (Deck)Instantiate (deckPrefab)).Constructor();
			this.deck.transform.SetParent (this.transform);	
			this.name = "LocalPlayer";
		}
	}
	
	[ClientRpc]
	public void RpcUpdate(int networkIdentity) {
		UpdatePlayerCard (networkIdentity);
	}

	void UpdatePlayerCard(int networkIdentity) {
		if (isLocalPlayer ) {
			if (this.netId.Value == networkIdentity) {
				this.deck.SetNextCard();
			}
		}
	}

	[Command]
	public void CmdUpdate(int[] card, int symbol, int networkIdentity) {
		Deck mdeck = GameObject.FindWithTag("MasterDeck").GetComponent<Deck>();
		if (mdeck.ContainsSymbol(symbol)) {
			mdeck.SetTopCard(card);
			RpcUpdate(networkIdentity);
		}
	}

	
	// Update is called once per frame
	void Update () {
		if (isLocalPlayer && Input.GetMouseButtonDown(0)) {
			Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
			RaycastHit hit;
			if (Physics.Raycast(ray, out hit, 100)) {
				int symbol = 0;
				if (int.TryParse(hit.transform.gameObject.name, out symbol)) {
					CmdUpdate(this.deck.GetTopCard(), symbol, (int)this.netId.Value);
				}
			}
		}
	}
}

I’m having a similar problem. In my scenario, I get clientRPC calls working properly whenever I enter the lobby and go directly into my game scene, but if I exit the lobby and enter a new one (either creating one or joining one), they stop working. It only happens if I ever exit a lobby.