CDP! 2018
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Columbus Day Party! Washer Pitching Tournament

 

FIELD

The game field consists of two washer pits, each containing one recessed cup, 3 inches in diameter and positioned 21 feet apart.

This game field will be without a framed pit area, so players are allowed to stand no closer than even with the cup at their end of the field to toss their washers to the opposite cup.

ESTABLISHMENT OF PLAY

This is a single elimination Team tournament.

Each player throws four 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.

Players should first attempt to resolve measurement questions to mutual satisfaction. Otherwise, any discrepancies, rules interpretations, measurements or scoring questions will be determined solely by the Field Judge.

SCORING

The starting contestant throws all four washers, one at a time, followed by the second player's throws. Only one player may score per round, with scoring determined as follows:

A Ringer scores 5 points.

A Hanger scores 3 points.

A Leaner scores 2 points.

  

A Pointer scores 1 point.

  

A Capper scores 0 points.

Should player #1 land a Ringer and player #2 also land a Ringer, player #2's throw negates the Ringer and no points are awarded for either toss (This is a Capper). In this example, points would then be awarded based solely on the remaining washers and their distance from the cup, and any additional washer that are in the cup.

Should player #1 score two Ringers and player #2 Caps only one of them, then 5 points would be awarded player #1.

Distance from the cup is generally determined by visual observation but may require a measurement by the Field Judge. In the rare event that the two closest washers are equidistant from the cup, no points are awarded and the players throw only those washers again with the previous throwing order.

  

WINNING

If one player or team reaches 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 game.

If one player or team scores 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 game.

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.

DEFINITIONS

  

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.

CAPPER - When an opposing player lands a washer inside the cup after the previous player has already tossed a washer inside the cup it is said to be a capper.  A Capper negates points scored on a Ringer thrown by the opposing player (1 for 1).

CUP - Cups are the recessed circular targets toward which each contestant tosses his washers. Cups are separated by 21', center to center, will be 3" in diameter and composed of PVC, approximately 5" in depth.

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 players to further determine throwing order.  In team competition, only one team member will toss the Diddle.

FULL TERM - When a player or team 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.

GAME – Completion of rounds to accumulate sufficient points to achieve a Skunk, a Whitewash or a Win.

HANGER - A washer that is outside the cup, while being able to see the bottom of the cup through the hole in the washer the cup is said to be a hanger (3 points).

LEANER A washer that is outside the cup, while not being able to see the bottom of the cup through the hole in the washer is said to be a leaner (2 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.

PIT - The area around the cup, approximately 2 feet in diameter, will be dressed with topsoil and/or sand.

POINTER - A washer that is outside the cup, and is credited with being the closest to the cup is said to be a pointer. Pointers are only credited if there are no Hangers or Leaners.

RINGERA washer that is inside the cup is said to be a ringer (5 points).

ROUND The time when each player completes his toss. No washers are removed from the pit or cup until both players have completed their toss and scoring has been determined. A round is complete when both players have completed their respective tosses.

SCORING – The determination of points to decide the round.  Each player or team will be scored at the end of each round.

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

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.

TEAM – Group of no more than 2 players, tossing from opposite ends of the field.

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

TOSS – Or Throw. One toss consists of tossing four washers, one at a time. Who tosses first is determined by "diddle" or by whoever scored last. Throws are always underhand.

TOURNAMENT – Culmination of games from which all but one team has been eliminated from play.  The only undefeated team is the Tournament Champion.

WASHERS - Four washers of the same color / design and size used per player. The recommended washer is no smaller than 2 ½ in diameter, with a 1" hole in the middle; made of steel and weighing about 4 ounces.  Official washers will be provided for the tournament, as needed.

WIN- Achieved by defeating the opposing player or team by 2 or more points.  A win will advance the team in the tournament.

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 the tournament.

  

  

  

SUMMARY

FIELD

1 in. washers (4 washers thrown per round)

3 in. cups

Cups will be 21 feet apart (from center of cup)

Topsoil and/or sand will be spread about around each cup

  

SCORING

Ringer5 points (In the Cup).

Hanger3 points (Outside the cup, but can see the bottom of the cup through the hole in the washer).

Leaner2 points (Outside the cup, but cannot see the bottom of the cup through the hole in the washer).

Pointer1 point (Outside the cup, not a Hanger or a Leaner).

Capper0 points (A Ringer that negates the opposing team’s Ringer.  These will be scored 1 for 1).

  

One Player Scores per Round and can score on multiple tosses per round.

  

11-0 Skunked

17-1 Whitewashed

21 points wins (Must win by 2 or more points)

Players should first attempt to resolve measurement questions to mutual satisfaction. Otherwise, any discrepancies, rules interpretations, measurements or scoring questions will be determined solely by the Field Judge.