Tricks and Tests of Wills are opposed rolls. The result is binary though: either the bonus/malus the "attacker" is trying to apply gets applied to the target, or it doesn't.
Opposed rolls on the other hand are trinary: the attacker can win, the defender can win, or you can tie:
In a tie, the two foes continue to struggle with no clear victor.
This doesn't give any guidance for Tricks or Tests of Wills though, since a tie non-result is effectively a win for the defender and makes them a "clear victor". A tie has to be either a win for the attacker or defender: but which one?
We had this come up in our Friday game, where twice a Trick or Test of Wills came up a tie. I gave it to the attacker, but that was just a ruling on the spot (adapting the ties rule from Fate).