How Evidence Cards Work in Guilty as Sock
Image Credits: Demon Max
Evidence cards are the heart of every trial in Guilty as Sock. Doesn’t matter if you're the defense or prosecutor, these cards shape your argument, fuel the craziness, and usually confuse everyone in the best way possible.
The full game introduced some big changes to how the system works, and now you have more control over what you play and how.
The Basics of Evidence Cards
Each player gets a 10-card deck
At the start of every match, both the prosecutor and defense are given a randomized deck of 10 evidence cards.
These are drawn from a larger pool, including default decks or custom ones made by the host.
Choose 5 cards to bring to trial
Once you see your 10-card hand, you pick 5 of them to use during the trial. This lets you build your argument around the theme of the match, your personal strategy, or just the funniest stuff you got.
You don’t have to play all 5, but those are the only ones you’ll have access to during the case.
Use them to twist the narrative
Cards might show things like:
A suspicious object (e.g. “Soggy Birthday Cake”)
A wild accusation (“Was seen licking evidence”)
A dramatic photo
A fake article from the in-game Journalist
Play them at the right moment and they can flip the whole trial, or at least get the jury laughing.
Custom Evidence Cards
Custom decks are supported
Yes, the game does allow custom decks. The host picks which deck to use before the trial starts in the lobby setup.
This includes official decks or ones made by players.
Right now, you can’t write cards in the middle of a match, but it’s possible the devs may expand this feature later.
Great for themed lobbies
If you want to run a courtroom themed around sci-fi, medieval drama, or just weird Twitch memes, custom decks let you build that kind of atmosphere into the trial itself.
It keeps things fresh and lets you shape the story beyond just voice chat.
Tips for Playing Evidence Cards
Pick cards that match your story. It doesn’t have to make sense... just feel connected enough to sell.
Use them at key moments, like when the other player finishes their speech or when you’ve got the jury’s attention.
Build off earlier cards. Stack your narrative or double down on a theme to make it more convincing.
Play off reactions. If a card gets laughs or gasps, follow it up with something stronger to keep momentum.
Final Blurb
Evidence cards in Guilty as Sock are where strategy meets stupidity. You build your case from a random hand, pick your best five, and then use them to roast your opponent or prove your innocence.
With support for custom decks and more control than ever, the card system gives you the tools to tell any story you want; true, fake, or totally unhinged.
FAQ
Q: How many evidence cards do you get per match?
You get 10 cards, and you choose 5 to bring into the trial.
Q: Can you create custom evidence cards?
Yes. Hosts can select custom decks before the match begins.
Q: Can you make new cards during a match?
No, not at this time. You choose from a pre-built deck before the trial starts.
Q: Who uses evidence cards?
Only the prosecutor and defense roles have evidence cards.
Q: Do jurors or witnesses use cards?
No. Only lawyers play cards. Other roles participate through talking, voting, or posting breaking news (in the case of the Journalist).