Network problems, clients do not sync

Why nobody mentioned that I did misspell clients in the title?
I’ve created a scene with a player, and a move script. I’ve added Network Manager. Made a move script to input only if isLocalPlayer and added a SyncVar to MoveTarget variable. Client do see servers token movement, bet nobody sees clients movement, except themselves.
I’ve been doing this with a tutorial and without. Can’t make it work properly. Am I missing something important not mentioned in tutorial explicitly enough.
This is a MoveScript.cs:

    using UnityEngine;
    using UnityEngine.Networking;
    
    public class ClickToMove : NetworkBehaviour {
    
    	[SyncVar]
    	public Vector3 Target;
    	float timer;
    	Collider plane;
    	
    	// Use this for initialization
    	void Start () {
    		plane = GameObject.Find("RaycastPlane").GetComponent<Collider>();
    	}
    	
    	// Update is called once per frame
    	void Update () {
    		if (isLocalPlayer && Input.GetMouseButtonDown(0)) {
    			Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    			RaycastHit hit;
    			if (plane.Raycast(ray, out hit, 100.0F))
    				Target = hit.point;
    		}
    		transform.position = Vector3.Lerp(transform.position, Target, Time.deltaTime*3);
    	}
    }

The scene contains:
Camera, light, board
RaycastPlane with a collider
NetworkManager with a NetworkManager(Script) and a HUD

Player prefab (with a MoveScript and a NetworkIdentity) assigned to a Network Manager as a Player Prefab and a registered spawnable prefab.

I think that your problem is SyncVar. SyncVars are sent only from server to client, and client can’t change SyncVar by simply overwriting it. You can make a Command, which would set it on server, and then all should work on all clients:

void Update () {
             if (isLocalPlayer && Input.GetMouseButtonDown(0)) {
                 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                 RaycastHit hit;
                 if (plane.Raycast(ray, out hit, 100.0F))
                     CmdSendTarget(hit.point);
             }
             transform.position = Vector3.Lerp(transform.position, Target, Time.deltaTime*3);
         }

[Command]
void CmdSendTarget(Vector3 target){
         Target = target;
}