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.
RINGER – A 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
Ringer – 5 points (In the Cup).
Hanger – 3 points
(Outside the cup, but can see the bottom of the cup through the hole in the washer).
Leaner – 2 points (Outside the cup, but
cannot see the bottom of the cup through the hole in the washer).
Pointer – 1 point (Outside the cup, not a
Hanger or a Leaner).
Capper – 0 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.