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ADD - Similar terminology to Horseshoes and Tennis; When one player's score reaches 20, and one more added to the score would make a winner. This player always tosses last. With more than two players, the player to reach 20 first always tosses last.

CAP - When an opposing player lands a washer inside the cup after the previous player has already tossed a washer inside the cup. A capper. (To "cap" the "cupper".)

CUP - Cups are the recessed circular targets toward which each contestant tosses his washers. Cups are separated by 25', center to center, are typically 4" in diameter (101.6 mm) and composed of PVC or metal, approximately 5" in depth. Diagram

CUPPER - When a washer lands inside the cup. Example

DIDDLE - One toss per player that determines the starting order of each new game. Every player throws one washer at the opposite cup. The washer closest to the cup, or in the cup, goes first. Player tossing the second closest to the cup goes next, and so forth. Should more than one player land in the cup, a second diddle will be conducted between those to further determine throwing order.

FULL TERM - When a contestant has scored at least 2 points, there is no possibility of a skunk or whitewash and the game is said to be going to full term or term. A game of at least 21 points.

HANGER - A washer that extends over the lip of the cup, but is not in the cup, is said to be a hanger. Example

ON THE FLY - Washers that land directly in the cup, without first striking the pit, are said to have landed on the fly. This term also refers to a style of throwing where one aims directly for the cup rather than in front.

PIT - The area around the cup, approximately 5' x 3', often framed with wood, tape, marks, or by other means. Click here for a diagram.

POINTER - A thrown washer that ultimately scores a point at the end of the round is referred to as a pointer

ROUND - When each player completes his toss. No washers are removed from the pit or cup until all players have completed their toss and scoring has been determined.

SKUNK - Reaching a score of 11 points before your opponent scores at all. (11-0). The player with 0 points is eliminated from further play for that game.

SLIDERS - Washers that land flat and in front of the cup, sliding toward the cup, are referred to as sliders. Soil conditions of the pit frequently dictate whether or not this throwing style is effective.

THROW - Or toss. One throw consists of tossing two washers, one at a time. Who tosses first is determined by "diddle" or by whomever scored last. Throws are always underhand.

WASHERS - Two washers of the same color and size used per player. The recommended washer is 2.5" in diameter, with a 1" hole in the middle; made of steel and weighing about 4 ounces.

WHITEWASH - Reaching a score of 17 points and your opponent has scored only 1 point. (17-1). The contestant with 1 point is eliminated from further play.



International Association of Washer Players
2953 Donita Drive • Birmingham, AL 35243