The Game of Washers. Official rules and customs of the Santa Cruz Washer Association. July 2014

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The Game of Washers Official rules and customs of the Santa Cruz Washer Association July 2014 Washers is an outdoor game of skill, played by 2 to 6 people. The playing field consists of two level pits, each with a recessed cup as a target. Players attempt to throw washers into the cups to score points. Washers has been around for a long time and is played in many parts of the US and Canada but with regional variations in rules and equipment. It is extremely fun, has a fast learning curve, does not require strength, uses inexpensive and readily available equipment, and is easy to handicap so beginners can play competitively with experienced players. There is no inherent competitive advantage for younger, older, male or female players. The rules and equipment described below are those of the Santa Cruz Washer League, a highly skilled group of players in northern California. Origin and Philosophy Sometime in the l980 s on a trip to Mulege, Baja Sur California David Woodworth encountered a local gentleman in the campground. He was playing a game using steel washers and a tin can buried in the ground. Dave was intrigued by the game and took the concept back to Santa Cruz. Over the years, with the help of several friends, washers evolved into a fun game that can be played by people with varying skills and still be competitive. What Dave assumed to be a obscure and isolated game is in fact a welldeveloped and wildly popular game played in many places. Tournaments are held regularly in Texas, Oklahoma, Missouri, and the like The underlying philosophy of washers has always been to make the rules as fair as possible to all players. We strive to give any advantage to the challenger but to limit such advantage as much as possible. Equipment Washers: Steel washers with outside diameter 2.75 and inside diameter 1.25 are used in sets of four. A typical washer weighs nearly ¼ pound. Each set is

painted or marked with a different color or design. Washers can be purchased at most hardware stores. Pits: The pits consist of level or slightly concave areas about 4 feet on a side (or in diameter), with a recessed cup (4 ID white PVC pipe or coupling) in the center. The cups are typically 21-23 feet apart, but other distances may be used depending on terrain. The best material for the pit surface is decomposed granite fines, available at landscape suppliers (sand is typically too soft on its own, but is sometimes mixed into the fines if the surface gets too firm). The pits should be prepared before playing so that the washers will slide without excessive burying or bouncing. Singles Play Singles is played by 2 players throwing 4 washers each. The player may stand anywhere inside or next to the pit when throwing, but must keep at least one foot behind the cup at all times. Starting play: Players start by tossing a single washer (the lag ), with the throwing order determined by coin toss. The player closest to the cup is then first to toss the remaining 3 washers. Continuing play: Following the initial toss, throwing order is determined by who scores points in the previous round. The player that scores goes first, and is said to have the honors. If neither player scores, the throwing order is reversed from the previous throw. Each player throws all 4 washers before the next player is up. Scoring: Only one player can score per round. The washer closest to the cup determines which player scores. Only washers that are closer than the opponent's are counted. Scoring occurs only after both players have thrown. A washer in the cup (touching the bottom) scores 3 points. A washer within 12 inches of the cup (measured from the nearest edge of the cup to the edge of the washer) scores 1 point. Washers outside the 12-inch limit are not counted. Distance from the cup is usually determined by eye, but may at times require a tape measure. The 12-inch limit is often determined using a designated player's shoe. Note that the washers determine the scoring, not the players. For example, if the second player knocks the first player's washer into the cup, the first player gets the points. Or if player A mistakenly tosses player B's washer which scores, then player B gets the points. Tossing and scoring terms: A number of terms such as drainer, swisher and slammer can describe a washer tossed directly into the cup. The thwack of a direct hit is satisfying, but the very best shots may be completely silent.

A combination or "combo" is when a player's washer goes into the cup AND brings a second washer in with it. A double combo may occur if the thrown washer brings in two additional washers. And so on... If no washers are in the cup, the points are standing. For example, 3 points with 3 close washers is a score of standing 3. This distinguishes it from a single washer in the cup, a more common 3-point score. Scoring points with all 4 washers is a clean sweep. If none of the 4 scoring washers is in the cup it is a mini-clean sweep. 2-baggers and 3-baggers refer to the number of washers in the cup. A perfect throw is a 4-bagger, with a score of 12 points unless partially canceled (see below). Ties and cancellations: If two competing washers are both in the cup or both the same distance from the cup, then they cancel each other and neither washer scores. In this case, the canceled washers are removed from the pit and the remaining washers determine the score using the usual rules. For example, if player A gets 2 washers in the cup and the player B gets 1 washer in the cup, then 2 of the washers cancel and player A scores 3 points. If player A also has the closest washer to the cup, it would score a point as well. If player A has a washer in the cup and both players have washers the same distance from the cup then player A scores only the cup washers. Winning: The first player to score 21 points wins the game, provided they win by at least 2 points. In close games, play continues until one player wins by 2 points or more. A player must win 2 out of 3 games to win a set. (A special exception is a skunk game won by a score of 21-0 which is worth 2 games and wins a set outright. If the skunk is the 2 nd win of a set, it is referred to as an odorless skunk since the player would have won the set anyway.) If both players win 1 game, the 3 rd tiebreaking game is called a rubber. A match consists of 2 out of 3 sets. In the event each team wins a set (best of three games) and each team wins one game from the third set the rubber game deciding the conclusion of the match is called the rubber dubber. Doubles Play Doubles is played by having 4 players pair off into 2 teams of 2 determined by coin toss (all 4 toss, with teams determined when 2 heads and 2 tails are tossed). Each player throws from only one end against a single opponent from the other team. Scoring and play order is the same as for singles, except that team scores are counted rather than individual scores.

Switching: After playing the first game, all players switch ends and throw the other way (there is no change in teams or opponents). If a third game is played, an additional end switch occurs when one team reaches 10 points. When switching ends, the washers stay where they are and the players switching to the washer end are said to win the walk. There are no points awarded but winning the walk means being able to throw twice in a row, and for one of the players on the losing team it's a nice consolation. In the second set of a match, players switch opponents (i.e. team members A/B shoot against D/C rather than C/D, respectively) and the winning team gets the choice of starting ends. End switching in the second and third game of the set continues as before. If the match goes to a rubber set, players again switch opponents. Yanks: If a team is unbeaten for 4 straight games, then they are yanked apart so the play can be more competitive. When this happens, the winning team members become head-to-head opponents, with a toss of the dice determining their new team partners. Cutthroat Play Cutthroat is played by 3 players or teams. The play and scoring are the same as for singles or doubles, EXCEPT: --Cancellation occurs only when all 3 players have a washer in the cup. As with singles and doubles, the canceled washers are removed from the pit and the remaining washers determine the score using the usual rules. --If 2 players are in the cup, both score 3 points (no singles are scored since they are not closer than the opponent's washer in the cup). --The 1 st to throw (honors) is the player who scored the most in the previous round. The second up is the player who scored some points but not the most. If 2 players score equally or only 1 player scores then the rules below must be applied. --The fall down rule: if the player throwing 1 st scores no points, they will throw last in the next round. If they score the same number of points as another player, they will throw 2 nd. --The bubble-up rule: if the players throwing 2 nd and 3 rd both score the same number of points, then they will throw in 1 st -2 nd order in the next round (each moving up one place).

--the flop rule: if the players throwing 2 nd and 3 rd both score zero, then they will swap places in the throwing order in the next round. Tossing technique Washers are usually thrown with an underhand motion, starting with the washer resting on the middle finger(s), the index finger against its edge and the thumb resting on top. The washer should roll off the index finger so that it's spin keeps it parallel or nearly parallel to the ground. Washers that flip end-over-end will usually bounce or roll away from the cup. If the pit is dry, the washers will usually slide easily. Under these conditions, many players will attempt to land the washer flat in front of the cup and let the washer slide into the cup. With a wetter pit, the washers do not slide as easily and often stick where they land, so players may throw with a higher, arching trajectory and go for the cup. Since soil conditions vary from pit to pit and season to season, throwing styles must be varied as well. The stance can be just as important as the throwing of the washers. Some players will take one step forward when throwing the washers, while others will stand with both feet planted. Handicapping Young and novice players may be handicapped by throwing from a position closer to the cup and/or throwing smaller washers. Another option is for more experienced players to throw 3 or even 2 washers while the novice throws 4. Betting Since our philosophy is to encourage close, competitive games rather than dominant teams or players, there is no betting on the outcomes of games, sets or matches. Instead, a kitty is established into which individual players ante ($1 in 2013) at the beginning of play. The kitty is won by the first player to score a 3- bagger. Players must then ante again to create a new kitty. Style Points On rare occasions a player may throw a washer whose action is so unique and exciting that it deserves special recognition. Under these circumstances the player may be awarded 1 or more extra style points to be added to their score.

Style points are a great honor and can only be awarded if all players present agree they are deserved. Pit master The pit master is charged with maintaining the pits and providing washers for those playing (unless they bring their own). The pit master is also the final arbitor of the rules. Individual customs and variations of the rules may exist from pit to pit. Have fun!