OUR WASHER PITCHING GAME RULES

            

 Very similar to horseshoe pitching, washers is an outdoor game of skill, played by two or more contestants The game field consists of two boxes, 14 inches square, each containing one raised durable PVC cup, 4 inches in diameter and highth, positioned a specific distance apart, (about 20 feet), toward which players throw washers to score points. (A "distance String is attached to each box). (Exceptions may be made here, particularly with regard to young players.) The official distance, from cup centers, is 20 feet. (A variation is played indoors but is not considered as sophisticated or challenging as the outdoor game described here.)

Each player throws four washers toward the opposite cup with starting order determined by a any desired method and then alternating each toss. Subsequent throwing order is based on who scored last with the scorer throwing first. Players must stand behind the front edge of the box, and toss each of their  four washers toward the opposite box. Although there are many techniques for throwing a washer, the most common way is to throw with an underhanded motion, with the washer resting on the middle finger and with the index finger curled around the edge of the washer and the thumb resting on top. The washer should roll or spin off the index finger (similar to a Frisbee). It should maintain a pitch that should be parallel to the ground. Washers that flip end-over-end will usually roll away from the hole. Stance can be just as important as the throwing of the washers. You should always throw from the same spot each time for consistent throws. Some players will take one step forward when throwing the washers, while others will stand in the same place to throw theirs. Whatever is the most comfortable for you is what you should use each time. Only one player may score per round, with scoring determined by proximity to the cup. A washer inside the cup will score 3 points, a washer not inside the cup, but closest to the cup, scores 2 points, a washer closest to the box will score 1 point. Washers more than 6 inches from the box are ineligible for scoring. (See "scoring").

Scoring the Game

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, or failing that the closest to the box will score. (Distance from the cup or box is generally determined by visual observation but may require a measurement. In the rare event that the two closest washers are equi-distant 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, then 3 points would be awarded player #1.

In the instance of three or more players, a second cupper 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 3 points for the cupper.

No washer can be counted as point if the opposing team has a washer closer to the cup or box. The opponent's washer "cancels" all washers beyond that position.

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 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. If a player goes over 21 points, they take no points and their score remains as it was.

You do not always have to throw all your washers. For example, if you have 18 points and your first washer goes into the cup, you may pass on your remaining tosses. However, if your opponent has not thrown yet, they still have the chance to cancel your score and add to theirs!

Official WPA Terms

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 circular targets toward which each contestant tosses his washers. Cups are typically 4" in diameter and composed of PVC approximately 4" in depth.

CUPPER - When a washer lands inside the cup.

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.

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.

SKIPPER - Refers to a washer that lands in front or near the box and "skips" into the box to score

BOX- This is about 16 inches square, 5 inches deep and constructed from 1 inch boards with a plywood bottom, to which the cup is secured.

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.

THROW - Or toss. One throw consists of tossing four washers, (in team or doubles play, each player would pitch just 2 washers alternating one at a time. Who tosses first is determined by chosen method or by whoever scored last. Throws are always underhand.

WASHERS - Four washers of the same color and size used per player. (or 2 each in double play) 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.

For 2-4 Players

2 players = toss from the same end

4 players = teammates toss from opposite ends (2 teams of 2)