I'll admit I leaned pretty hard on the storytelling ability of the players. I might do a supplement that gives each part of the remnant a different mechanical power, but I was pretty pressed to get under the word count.
Difficulty here is more about how much failure hurts than how likely you are to succeed. I wanted to make something diceless that you could teach quickly and play in the dark, so it's pretty abstract.
You might want to try this variant:
- Moderator states the difficulty, splits that many stones between their hands.
- Player splits the same number of stones between their hands
- Both moderator and player say which hand the other should reveal. If the player reveals more stones, they succeed. If they reveal less stones, they fail, and lose all stones in their hands.