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Washers!
Rules of the game


Washers is an outdoor game of skill, played by two or more contestants. The game field consists of two washer pits, each containing one recessed cup of 4 inches in diameter (101.6 mm) positioned a specific distance apart, toward which players throw washers to score points. The official distance, from cup centers, is 25 feet (7.62 meters). Shorter or greater distances are occasionally used but are not certified for official competition. (A variation is played indoors and has a dedicated following, but is not considered as sophisticated or challenging as the outdoor game described here.)

Each player throws two washers toward the opposite cup with starting order determined by a diddle. Subsequent throwing order is based on who scored last with the scorer throwing first. In games with a standard pit, players may stand anywhere inside the pit when throwing. In games without a framed pit area, players are allowed to stand no closer than one normal step in front of the cup. (Exceptions may be made here, particularly with regard to young players.) The starting contestant throws both washers, one at a time, followed by the second player's throws. Only one player may score per round, with scoring determined by proximity to the cup. A washer inside the cup scores 5 points. A washer not inside the cup, but closest to the cup, scores 1 point. Washers completely outside the pit are ineligible for scoring. Scoring is done after all contestants have thrown. Should player #2 hit player #1's washer, for example, and nudge it closer to the cup than his own, player #1 thanks player #2 and benefits from the good fortune.

Should player #1 land a washer inside the cup and player #2 also land a washer inside the cup, player #2's throw negates the cupper and no points are awarded for the cupper. In this example, points would then be awarded based on the remaining washers and their distance from the cup. (Distance from the cup is generally determined by visual observation but may require a measurement. In the rare event that the two closest washers are equidistant from the cup, no points are awarded and the players throw again with the previous throwing order.) Should player #1 score two cuppers and player #2 cap only one of them, then 5 points would be awarded player #1.

In the instance of three or more players, a second capper negates the first, leaving the cup available for a scoring cupper. For example: player #1 lands a washer in the cup. Player #2 caps the cupper, negating player #1. Player #3 also lands a washer in the cup. Player #3 scores 5 points for the cupper.

A winning game is determined in several ways. Should one player or team reach 11 points before the opponent scores a single point, the game is called a skunk and the player or team with zero points is out of the competition. With two players or teams, and one reaching 11 points before the other scores, the game is finished. With 3 or more players, for example, it is possible to skunk individual players, but not all players. In this example, the game continues with players that have not been skunked.

Should one player or team score 17 points while the opponent has scored only 1 point, the game is called a whitewash and the player or team with only 1 point is out of the competition. In competition with 2 or more players or teams, it is possible to whitewash some but not all contestants.

When one player or team reaches 21 or more points before the opponent reaches 20 points, the game has gone full-term and the team or player with 21 or more points is declared the winner. When a player or team reaches 20 points before the competition, they have achieved my add or their add and reverts to last in the throwing order. Games that go to add must be won by at least 2 points.

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