
Flannery is a convention that was designed to show minimum
opening hands with five hearts and four spades. To show this hand, you open 2D
in the original version and in another version, 2H is used. Flannery is
a popular convention so your partnership needs to have defensive methods ready
to be able to compete safely, without
misunderstandings. On page one are the standard
defenses after Flannery. On page two are the three
most common response sequences after a Dbl of 2D Flannery. They are rarely discussed in many
partnerships so the meanings suggested here on page two, may be very useful to your
partnership.
2D
Flannery:
2H = A take-out double of
hearts, an opening hand or better and usually has at least three spades.
2S = Natural with a very good
five or good 6-card suit and should have opening values.
2NT = Artificial (think Unusual No-trump), 5-5 plus in the
minors with opening values or better.
3C or 3D = Natural with at least opening values and a good (usually
six-card) suit.
3H = Western cue-bid asking partner to bid 3NT with a
stopper. Usually bid with a long, solid suit.
Responses:
4C = Artificial, denies a stopper in hearts and asks partner
to pass if clubs is his suit and
if
it isn’t to bid his suit at the four-level. Denies game values for either
minor.
4D = Artificial, denies a
stopper in hearts but has values for game in partner’s suit.
4S = Natural, to play. Shows a very
good six or a reasonable seven card suit and values for game.
3S = Natural and invitational with a very good six or
a good seven-card suit with about 8-9 winners.
3NT = To play, usually based on a long solid minor, majors
stopped and about 8-1/2 to 10 winners.
2H
Flannery: All meanings are the same as above, except those in green.
Alternate
Choice:
Shows a good 5/6-card suit with opening values (if you
chose this, you can’t show both minors).
2NT = Natural with values
for a sound, strong 1NT opening with stoppers in the majors.
3C/3D = Natural with at least opening values and a good (usually
six-card) suit.
3H = Western cue-bid asking partner to bid 3NT with a
stopper. Usually bid with a long, solid suit.
Responses:
4C = Artificial, denies a stopper in hearts and asks partner
to pass if clubs is his suit and
if
it isn’t, to bid his suit at the four-level. Denies game values for either
minor.
4D = Artificial, denies a
stopper in hearts but has values for game in partner’s suit.
4S = Shows a very good six or a reasonable seven-card
suit and values for game.
3S = Natural with a very good six or a good seven-card
suit with about 8-9 winners.
3NT = To play, usually based on a long solid minor, majors
stopped and about 8-1/2 to 10 winners.
(Bids in blue have the same
meanings in all three sequences)
Responses after 2D-Dbl-pass/2H or 2S: The meaning of a response to intervener’s take-out double
is somewhat dependant on what is bid by the responder to
Flannery. After consultation (but not always agreement) with Danny Kleinman, Bill Hall and
others, the
bidding structure below seems effective to me.
2D-Dbl-2H: Dbl = Penalty
2S = Natural and to
play, usually with a five-card or longer suit.
2NT = Artificial. Asks
intervener (the doubler) to bid 3C and you
will usually pass or
bid 3D which intervener must pass. If advancer bids again, 3C
didn’t show clubs.
If over 3C,
advancer bids 3H; that shows at least four spades and is game forcing.
If over 3C,
he bids 3S;
that shows a good 5/6-card spade suit and is invitational.
Over 3C,
4S =
slam invitational; very good spades and more than opening values.
3C/3D = Natural and invitational.
3H = Relay to 3NT,
wants the big hand to be declarer as advancer has no major tenaces.
3S = Shows minors, usually 5-5, little interest in 3NT,
looking for a minor game or slam.
3NT = To play, wanting the Flannery
bidder to be on lead; usually has tenaces to protect.
4S = Natural and to play,
usually with a good 6 or 7-card suit. Has no slam interest.
2D-Dbl-2S: Dbl = Penalty
2NT = Artificial, asking
intervener (doubler) to bid 3C, which you will
usually pass or
bid 3D, which intervener must pass. If over 3C, you bid: 3H (rare) = natural
and
invitational, or 3S = spade shortness,
4-4 plus in the minors, game values or more.
3C/3D = Natural and invitational.
3H = Relay to 3NT,
wants the big hand to be declarer as advancer has no major tenaces.
3S = Shows minors, usually 5-5, little interest in 3NT,
looking for a minor game or slam.
3NT = To play, wanting the Flannery
bidder to be on lead; usually has tenaces to protect
4H = Natural and to play
– rare (opener may have forgotten Flannery & has
a weak two).
Below is
my preferred bidding structure over pass; there are other possibilities.
2D-Dbl-pass: Pass = Penalty, with 3-4
diamonds and at least invitational values or any diamond stack.
2H = Relay to 2S
. After 2S: Pass = Shows four or more
spades and no game interest.
2NT = Relay to 3C.
Shows a weak hand with clubs, could only have four.
If over 3C, 3H = natural and to play
(rare – they forgot Flannery?).
3C = Natural and forcing, denies having a spade suit.
3D = Shows shortness
(4-3-1-5, 4-4-1-4, etc.) and at least game values.
3H = Shows shortness (4-1-4-4, 4-0-4-5, etc.) and at least game
values.
3S = Natural and forcing, has at least a very good five or a
six-card suit.
3NT = Shows game values
and only four spades.
2S = Natural and
invitational. Could have only four if there is no better bid.
2NT = Natural and mildly
invitational as he didn’t sign off in 2S or 3C.
3C = Natural and invitational.
3D = Transfer to 3H (rare); a
good 6-card suit, invitational or more (they
forgot Flannery?).
3H = Relay to 3NT,
wants the big hand to be declarer as advancer has no major tenaces.
3S = Natural and
invitational, usually with a good six-card suit.
3NT = To play, wanting the Flannery
bidder to be on lead; usually has tenaces to protect.