Flannery 2D: How to Handle 5 Hearts, 4 Spades, and 11-15 HDP

You pick up A-Q-9-6-3 K-J-8-2 7-4 A-6. That’s 13 HCP with five hearts and four spades. Standard bidding says open 1. But what do you rebid when partner responds 1NT or 2?

Bid 2 and you’ve reversed, promising 17+ points you don’t have. Rebid 2 and you’ve hidden your four-card spade suit. Pass and you might miss a game. Every option stinks.

Enter Flannery 2, a convention that solves this exact problem by opening 2 artificially to show exactly this hand type.

What Is Flannery 2?

Flannery 2 is an artificial opening bid that shows a very specific hand:

  • Exactly 5 hearts
  • Exactly 4 spades
  • 11-15 HCP (some play 11-16)
  • Any distribution in the minors

That’s it. When you open 2 playing Flannery, you’re not showing diamonds. You’re showing this precise major-suit pattern with limited strength. Partner immediately knows your exact major suit lengths and your point range.

The convention was invented by William Flannery in the 1960s and has remained popular in American club bridge ever since. It’s particularly common in casual partnerships where solving the rebid problem is more valuable than having a natural weak 2 opening.

Why Use Flannery?

Standard bidding handles most 5-4 major hands fine. Open 1 with five spades and four hearts. Open 1 with five hearts and a longer minor. But the 5-4 in hearts-spades specifically? That’s the problem child.

The Rebid Problem Without Flannery

Let’s see what happens with standard bidding:

Your hand: K-Q-J-8-3 A-Q-7-2 8-4 K-3 (14 HCP)

YouPartner
11NT
?

Your options:

  • Pass: Might miss a 4-4 spade fit or even a game
  • 2: Hides your four spades, could miss the superior spade fit
  • 2: Reverse showing 17+ HCP, massive overbid
  • 2NT: Shows 18-19 balanced, wrong hand

None of these are good. You’re going to misdescribe your hand no matter what you choose.

How Flannery Solves It

With Flannery:

YouPartner
22 (preference)
Pass

Or:

YouPartner
22 (preference)
Pass

Or:

YouPartner
24 (to play)

You’ve described your hand in one bid. Partner knows your exact major suit lengths and your strength. They can place the contract immediately. No guessing, no rebid problem, no disaster.

Requirements for Opening Flannery 2

To open 2 Flannery, you need all of these:

1. Exactly Five Hearts

Not six. Not four. Five hearts. If you have six hearts, open 1 or make a weak 2 bid (depending on your strength). If you have four hearts, you don’t have the right pattern.

2. Exactly Four Spades

Not three. Not five. Four spades. If you have five spades and five hearts, that’s 5-5 in the majors, open 1. If you have five spades and four hearts, open 1.

The pattern is always exactly 4=5 in spades-hearts.

3. 11-15 HCP

Some partnerships play 11-16 HCP, but 11-15 is more common. The point is you’re in minimum to good opening hand range, but not strong enough to reverse (which would show 17+).

With 16-17 HCP and this shape, most players open 1 and plan to jump to 3 on the next round, showing the extras.

4. Any Minor Suit Distribution

You can be 4-5-2-2, 4-5-3-1, 4-5-1-3, or 4-5-4-0. Flannery doesn’t specify your minor suit lengths. That’s for later in the auction if it matters.

Shape Summary

Valid Flannery patterns (spades-hearts-diamonds-clubs):

  • 4-5-2-2
  • 4-5-3-1
  • 4-5-1-3
  • 4-5-4-0
  • 4-5-0-4

Responding to Flannery 2

When partner opens 2 Flannery, you’re the captain. You know they have exactly 4 spades, 5 hearts, and 11-15 HCP. Pick your contract or ask for more information.

2 - Preference to Hearts (0-10 HCP)

Just want to play 2. You prefer hearts to spades (or have equal length), and you don’t have enough to invite game. Opener will pass.

Example: Q-8-3 7-6 K-9-6-4 10-7-4-2 (5 HCP)

You have three hearts and two spades. Hearts is the better fit. Bid 2 and let opener pass.

2 - Preference to Spades (0-10 HCP)

Want to play 2. You prefer the 4-4 spade fit or have better spades than hearts. Not enough to invite. Opener will pass.

Example: Q-9-6-3 8-2 K-7-4-2 10-6-3 (4 HCP)

Four spades, two hearts. The 4-4 fit plays better than the 5-2 fit. Bid 2.

2NT - Asking for Minor Suit Pattern

Artificial bid asking opener to describe their minor suit distribution. This is useful when you’re interested in game and need to know about opener’s minors.

Opener responds:

  • 3 = 3+ clubs, shorter diamonds (4-5-1-3 or 4-5-0-4)
  • 3 = 3+ diamonds, shorter clubs (4-5-3-1 or 4-5-4-0)
  • 3 = Exactly 2-2 in minors, minimum (11-13 HCP)
  • 3 = Exactly 2-2 in minors, maximum (14-15 HCP)

3 or 3 - Natural, Game Forcing

Shows a long minor suit (6+ cards) and forces to game. You’re looking for 3NT or possibly 5 of your minor. Opener should show support with 3+ cards or bid 3NT with a stopper.

Example: A-K-Q-8-6-3 7 K-8-4 Q-6-2 (14 HCP)

Bid 3. You have game values and a long club suit. See if opener has club support or can bid 3NT.

3 - Game Invitation in Hearts

Invitational, asking opener to bid 4 with maximum (14-15 HCP) or pass with minimum (11-13 HCP). Shows good heart support and about 10-11 HCP.

Example: K-10-3 8-6 A-Q-7-4 Q-8-6-3 (11 HCP)

You have three hearts and 11 points. If opener has a maximum Flannery (15 HCP), you have game. Invite with 3.

3 - Game Invitation in Spades

Invitational in spades. Shows four spades and about 10-11 HCP. Opener bids 4 with maximum or passes with minimum.

Example: A-Q-7-3 6-2 K-10-8-4 9-6-3 (10 HCP)

Four spades and 10 HCP. Invite with 3 and let opener decide.

3NT - To Play

Shows 13-15 HCP with stoppers in both minors and balanced distribution. You want to play 3NT. Opener should usually pass unless they have a strong six-card heart suit or extreme distribution.

Example: Q-8-2 7-3 A-Q-9-4 K-J-8-3 (13 HCP)

Balanced with stoppers and 13 HCP. Just bid 3NT.

4 or 4 - Game, To Play

You have enough for game and know which suit. Opener passes.

4 example: K-8-4-2 7-3 A-Q-6-3 K-8-2 (12 HCP)
4 example: A-Q-8-3 7-2 K-J-9-4 Q-8-3 (12 HCP)

You have the points and the fit. Just bid game.

Opener’s Rebids After Responder’s Calls

Most of opener’s rebids are straightforward because the 2 opening already described the hand. But there are a few situations where opener has decisions.

After 2 or 2

Pass. Responder has chosen the strain and shown a weak hand (0-10 HCP). You described everything with your 2 opening.

After 2NT (Minor Suit Ask)

Follow the structure:

  • 3 = Longer clubs (4-5-1-3 or 4-5-0-4)
  • 3 = Longer diamonds (4-5-3-1 or 4-5-4-0)
  • 3 = 2-2 in minors, minimum (11-13)
  • 3 = 2-2 in minors, maximum (14-15)

After you describe your minors, responder will place the contract.

After 3 or 3 (Natural, Game Forcing)

With three-card support, raise to 4 or 4. With stoppers in the other minor and balanced shape, bid 3NT. With neither, bid your better major at the three-level and let responder decide.

After 3 or 3 (Invitational)

Bid game with 14-15 HCP (maximum). Pass with 11-13 HCP (minimum). It’s that simple.

Close decision: With exactly 13 HCP and a good five-card heart suit or good four-card spade suit, you might accept the invitation. With 13 HCP and poor suits, decline.

After 3NT

Usually pass. Only bid on with extreme shape (like 4-5-0-4) where you think a suit contract is safer, or with a strong six-card heart suit that you upgraded to open Flannery.

When to Use Flannery (and When Not To)

Flannery is useful but not mandatory for all 4=5=x=x hands. Use judgment.

Definitely Use Flannery

Hand 1: A-Q-9-7-3 K-J-8-2 7-4 A-6 (13 HCP)
Classic Flannery. Perfect shape, perfect strength.

Hand 2: K-J-10-6-4 A-Q-9-3 K-8 7-2 (12 HCP)
Clear 2 opener.

Hand 3: Q-J-9-6-3 A-K-7-2 A-4 8-3 (14 HCP)
Right in the wheelhouse.

Consider Opening 1 Instead

Hand 4: A-K-Q-J-3 Q-8-6-2 7-4 K-3 (15 HCP)
This hand is maximum Flannery with a self-sufficient heart suit. Some players prefer to open 1 because hearts is so strong you can handle any rebid. Others still open Flannery. Partnership style.

Hand 5: K-J-9-6-3 A-Q-8-2 A-K-4 7 (16 HCP)
Too strong for Flannery if you play 11-15 HCP. Open 1 and rebid 3 (jump shift) to show extras.

Hand 6: A-Q-7-6-3 K-9-8-2 K-Q-J-8 — (14 HCP)
Four diamonds and a void makes this hand shapely. Some prefer 1 to preserve flexibility in showing the diamond suit. Others still use Flannery. Depends on style.

Don’t Use Flannery

Wrong pattern: A-Q-9-7-3-2 K-J-8-2 7 A-6 (Six hearts - open 1 or weak 2)
Wrong strength: K-Q-J-6-3 A-Q-8-2 A-K-4 7 (17 HCP - too strong, open 1)
Wrong majors: A-Q-9-7-3 K-J-8-2 7-4 A-6 (5 spades, 4 hearts - open 1)

Example Auctions with Complete Hands

Example 1: Finding the Spade Fit

Opener: K-Q-7-2 A-J-10-6-3 A-4 8-3 (13 HCP)
Responder: A-9-6-3 8-2 K-9-7-2 Q-7-4 (9 HCP)

OpenerResponder
22
Pass

Responder has four spades and prefers the 4-4 fit. Not enough to invite game (only 9 HCP), so just bid 2 and play there. Makes 8 or 9 tricks.

Example 2: Game in Hearts

Opener: A-J-8-3 K-Q-9-7-4 K-6 Q-3 (14 HCP)
Responder: A-J-6-2 7-4 A-8-3 K-8-6-2 (12 HCP)

OpenerResponder
24
Pass

Responder has four hearts and 12 HCP. That’s enough for game opposite 11-15. Bid it directly. Makes 10 tricks comfortably.

Example 3: Using the 2NT Ask

Opener: K-Q-9-2 A-K-10-6-3 8-4 A-3 (15 HCP, 4-5-2-2)
Responder: 8-6-3 Q-2 A-K-Q-9-6 K-8-4 (14 HCP)

OpenerResponder
22NT (minor ask)
3 (2-2, max)3NT
Pass

Responder has diamonds and game values but only two hearts. Uses 2NT to find out about opener’s minors. When opener shows 2-2 in the minors with maximum (3), responder places the contract in 3NT. Makes with diamond tricks.

Example 4: Inviting Game in Spades

Opener: A-Q-8-2 K-J-9-6-3 7-2 K-4 (12 HCP)
Responder: K-J-7-3 8-2 A-10-6-4 Q-8-3 (10 HCP)

OpenerResponder
23 (invitational)
Pass

Responder has 10 HCP and four spades, enough to invite. Opener has only 12 HCP (minimum), so declines the invitation. Stops in 3, making 9 tricks. 4 would be borderline.

If opener had 14-15 HCP, they would accept by bidding 4.

Example 5: Playing 2 on a Misfit

Opener: K-J-7-2 A-Q-10-6-3 K-4 8-3 (12 HCP)
Responder: 8-2 9-6 Q-9-7-3-2 J-10-6-4 (4 HCP)

OpenerResponder
22
Pass

Responder has garbage but prefers hearts with two cards to spades with two cards (or has three hearts). Signs off in 2. Opener passes. Makes 7-8 tricks, which is fine for a weak responding hand.

Common Mistakes

Opening Flannery with 16+ HCP
Don’t do it. With 16-17 HCP, open 1 and plan to jump shift or reverse naturally. Flannery is for hands too strong for a simple rebid but too weak for a reverse.

Opening Flannery with six hearts
If you have six hearts, you have a different hand type. Open 1 (or 2 weak if appropriate). Flannery promises exactly five.

Using Flannery in first seat when you don’t play it there
Some partnerships only use Flannery in third and fourth seat (after passes) to avoid giving up the natural 2 opening. If that’s your agreement, don’t open 2 in first or second seat with this hand. Open 1.

Forgetting to alert
Flannery 2 must be alerted. It’s an artificial bid. If you’re playing online, mark it on your system card. At the table, alert or announce “artificial, hearts and spades.”

Bidding 2NT without game interest
The 2NT response asks about minors because you’re interested in game or higher. Don’t bid 2NT just to be curious if you only have 8 HCP. Pick a major and pass.

Responding 3 or 3 without invitational values
The three-level responses are invitational (10-11 HCP). With less, bid 2 or 2. Don’t push to the three-level with 7 HCP just because you have four-card support.

Opening Flannery with 5 spades and 4 hearts
The pattern is exactly 4 spades and 5 hearts, not the other way around. With 5-4 the other way, open 1.

Partnership Agreements You Need

Before you add Flannery to your card, discuss:

1. Point Range

Is it 11-15 HCP or 11-16 HCP? Some play up to 16. Agree on the upper limit.

2. Which Seats?

Do you play Flannery in all seats, or only third/fourth seat? Some partnerships reserve 2 in first/second seat for weak twos in diamonds.

3. Responding Structure

Do you use the standard responses (2/2 = preference, 2NT = minor ask, etc.)? Or do you play a different structure like “2NT shows both majors” or other variations?

4. Minor Suit Ask Responses

After 2NT, what do the rebids mean? Standard is 3 = longer clubs, 3 = longer diamonds, 3 = 2-2 minimum, 3 = 2-2 maximum. Confirm this.

5. Treatment of Strong Hands

With 16-17 HCP and 4=5 in spades-hearts, what do you open? Most open 1, but confirm.

6. Competitive Auctions

What if they overcall your 2? Does double show four spades? Does pass then pull show five hearts? Work out your competitive agreements.

The Tradeoff: What You Give Up

Playing Flannery means you can’t use 2 as a weak two bid in diamonds. That’s the cost.

Is it worth it? Depends on how often each situation comes up. You’ll hold 4=5 in the majors with 11-15 HCP maybe once every 20-30 hands. You’ll hold a weak two in diamonds about as often.

Many players think the Flannery hand is harder to bid without the convention, so they prefer to have Flannery available. Others prefer weak two bids in all three suits (2, 2, 2) and just live with the rebid problem on 4=5 major hands.

It’s a matter of style and partnership preference. In American club bridge, Flannery is common. In tournament bridge, less so. Discuss with your regular partners.

Is Flannery Right for You?

Flannery solves a real problem, but it’s not for everyone. Consider using it if:

  • You play casual or club bridge where conventions are popular
  • You struggle with rebids after opening 1 with 4=5 in the majors
  • You don’t mind giving up weak 2
  • Your partner is willing to learn the responses

Skip it if:

  • You prefer natural bidding with minimal conventions
  • You want weak two bids in all three suits
  • You play a strong club system where this pattern is handled differently
  • You rarely play with the same partner (harder to stay on the same page)

The bottom line: Flannery is a useful tool, not a magic bullet. It solves one specific problem (the 4=5 major rebid issue) at the cost of giving up one specific bid (weak 2). Whether that trade works for you depends on your style, your partnerships, and how often you encounter each situation.

If you do play it, make sure both partners are comfortable with the responses and rebids. A convention only works when both players know what’s going on. Otherwise, you’re better off sticking to standard methods where at least you’re both confused in the same way.