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Rules of Washer Toss:WASHERS - Semi-Official Rules Washers is an outdoor game of skill, played by two or more contestants. The game field consists of a washer board, containing one recessed cup of 4 inches in diameter, toward which players each throw three washers to score points. The official distance, from the cup center, is 21 feet. Shorter or greater distances are occasionally used but are not certified for official competition. Each player throws three washers toward the cup with starting order determined by a coin flip. Subsequent throwing order is based on who scored last with the scorer throwing first. In games with a board 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 all 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 hanging over the edge of the cup scores 2 points. A washer not inside the cup, but closest to the cup, scores 1 point. Washers completely off the board 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. Copyright © 2005-2008 Rick Coleman - All rights reserved |