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    Bridge Baron 25
 
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Challenges
 
Learn to play better with Challenges from the Bridge Masters.

The Challenges include the 2014 Woolsey Challenges, 24 all-new problem deals designed especially for Bridge Baron 25 by Kit Woolsey, multiple world champion and author of several bridge books. The Challenges also include the 2013 Woolsey Challenges, 24 problem deals retained from previous versions of Bridge Baron. The Challenges also include 312 problem deals designed by Easley Blackwood, one of America's leading bridge personalities for many years, the inventor of the Blackwood Convention, and author of several books on bridge. The 2012 Kit Woolsey Challenges, 2011 Blackwood Challenges, 2010 Blackwood Challenges, 2009 Blackwood Challenges, 2008 Blackwood Challenges, 2007 Blackwood Challenges, 2006 Blackwood Challenges, 2005 Blackwood Challenges, 2004 Blackwood Challenges, 2003 Blackwood Challenges, 2002 Blackwood Challenges, 2001 Blackwood Challenges, 2000 Blackwood Challenges, and Classic Blackwood Challenges are those 312 popular problem deals, retained from previous versions of Bridge Baron.

The Challenges also include 26 problem deals from the bridge book entitled A Computer's Twist. These deals were carefully selected for their quality and the elegance of their solutions.

These are declarer-play problems oriented to rubber bridge play, and thus as declarer (South) the objective is to make your contract without concern for overtricks. These deals are intended to challenge even experienced players, so expect to find some of them difficult.

You are given the bidding and the opening lead, after which you play the deal as usual. If you make an incorrect play, the program tells you so, and won't let you continue until you get it right. Often the exact order of cards played is not important. When you have a choice of equally good cards to play, the program expects you to use the following rules:

1. When cashing side suit winners, play the higher ranking suit first.

2. Play side suit winners before cashing extra trumps.

3. When entering your hand from dummy or vice-versa, lead the higher suit if you have a choice.

4. When cashing winners divided between your hand and dummy, play the highest card first.

5. When discarding, throw spot cards before honors and discard from the lower ranking suit first.