Slay the Spire 2: The Trial Event Explained

Introduction: The Trial is an event you can run into during Act 3 of Slay the Spire 2. A figure called the Grand Arbiter hands you the role of "the Decider" and asks you to pass judgment on a defendant. You cannot refuse, and the case you get is random — so knowing the payoffs ahead of time lets you pick the verdict that actually helps your run.

Event Overview

You enter a building, pass under a golden archway, and the Grand Arbiter labels you the Decider for the day. There is no "reject" option — you must judge whoever is brought before you. Each defendant offers a Guilty or Innocent verdict, and each verdict carries its own reward and (often) a Curse.

The Three Defendants

DefendantGuiltyInnocent
MerchantAdd Regret (Curse), gain 2 random RelicsAdd Shame (Curse), upgrade 2 cards
NobleHeal 10 HPAdd Regret (Curse), gain 300 Gold
WomanAdd Doubt (Curse), gain 2 card rewardsAdd Doubt (Curse), transform 2 cards

Best Verdict for Each Case

  • Merchant → Guilty. Two random Relics in Act 3 is an enormous power spike, easily worth a single Regret curse.
  • Noble → Guilty. A clean 10 HP heal at zero Curse cost. The Innocent gold is nice but Regret rarely pays off this late.
  • Woman → Guilty. Both verdicts add Doubt, so take the larger, more reliable return: 2 card rewards beats the randomness of transforming cards.
Rule of thumb: In all three cases, Guilty is the stronger pick. The event is essentially "take the better reward and eat a small Curse."

Why These Picks

By Act 3 your deck's direction is locked in, so effects that randomize your cards (like Transform 2 on the Woman) risk replacing good cards with junk. Relics, healing, and guaranteed card rewards are far more dependable. A single extra Curse is a minor tax compared to the swing those rewards provide heading into the late-game bosses.

Note: Refusing to judge is sometimes framed as an option in older write-ups, but in practice The Trial forces a verdict. Plan to commit to one.

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