The unique distinctions between non-social and social learning and decision making are largely unknown. Facial cues, critical in forming first impressions of trustworthiness, may influence maladaptive social learning, such as prioritizing appearances over actions and settling for satisfactory outcomes. To test this, we augmented a well-established measure of learning and decision making, the Iowa Gambling Task, to examine the role of social (face)cues in learning. Our newly developed Social Iowa Gambling Task (S-IGT) includes: 1) the experimental manipulation of facial cues of trustworthiness; 2) the incorporation of two conditions in which the dis/advantageous decks are represented by un/trustworthy faces (i.e., congruent condition; CS-IGT) and vice versa (i.e., incongruent condition; IS-IGT); and (3) a non-social control condition. With these features, the new S-IGT goes beyond widely used multi-round trust games and expands on their ability to model the influence of social context during decision making. Across three studies, 558participants were randomly assigned to complete either the IGT or one of the two conditions of the S-IGT (i.e., in/congruent). Participants showed the best initial performance in the CS-IGT, but also evidenced the least improvement over time in this condition and most disadvantageous decision making after learning (i.e., during the last block). Results from this novel task support the notion that congruence between facial cues of trustworthiness and behavior can inhibit learning and result in inadequate/suboptimal decision making, perhaps because they promote satisficing.