Tekdle looks trivial and is pure game theory: you pick a number between 1 and 10, and whoever picks the lowest number nobody else picked wins. The rule fits in one sentence; playing it well means guessing what everyone at the table is thinking.
You have 10 seconds once the round starts; pick a number from 1 to 10. When time is up every pick is revealed at once. Numbers chosen by exactly one player count as unique, and whoever holds the lowest of those wins the round. If two players land on the same number it burns, and neither of them can win with it.
If every number collides, nobody scores and the round closes without a winner. At a crowded table that happens more often than you would think.
The winner earns +1 point for every other player at the table. In a room of five the winner takes +4 and everyone else gets 0. The prize grows with the table, but so does the chance of a collision.
Picking 1 is the most tempting move, which is exactly what makes it the most dangerous. Everyone reasons the same way, two people say 1, and both burn. The optimal pick drifts upward as the player count grows: at a table of three 1 is still sensible, at a table of eight the 3-4 band is sturdier.
The theoretical solution is a mixed strategy, assigning each number a probability and picking at random. Nobody actually plays that way, and knowing the table beats memorising the table.
In solo mode three bots fill the table. They do not pick at random: they sample close to the game's theoretical equilibrium, so they lean low without all crowding onto 1. It is a good way to practise against the equilibrium and to see within a few rounds why 1 is a trap.
Play friends and you are up against human psychology instead of a distribution, which is the game at its best.