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Here's a brief breakdown of the rules of "Pitching Washers". These are the basic "Pit" rules and most traditional version of the game of washers.
Washer Pit Rules
Game Area Two 3" diameter PVC cups (3.5" tall) are placed in the ground deep enough for the top of the cup to be flush with the soil or other substrate around the cup. It's a good idea to have a clear, flat area of soil around the cup (24" diameter or so) to allow for sliding of washers, it really helps your scoring. The cups should be buried 21' apart - measuring from the center of the cups. You can view a slide show on the easiest way to build washer pits here. Congratulations if you have successfully built your washer pits. For some visuals on other peoples pits and maybe some ideas on how to trick out your own, you can check out our Photo Gallery section of the site.
Starting the Game Any comfortable method can be used to determine who goes first - from coin tosses to Greco-Roman wrestling matches. If you loaned your loin cloth to the neighbor and don't like wrestling anyway, each player should toss a washer toward the opposite pit, this is also known as the "diddle". The player with the washer closest to the cup will start the game. Once the game has started the team that scores on the previous toss will go first.
Scoring Only one player may score per round but the scoring player may score with more than one washer (See diagram below). Washers are tossed underhand from behind the cup toward the opposite washer pit. Players may either alternate pitches or pitch all washers in a row until both players have pitched all four washers, this is a "round". The idea being to land in the cup if possible and if not - as close as possible - yes, similar to horseshoes and hand-grenades. A washer landing inside the cup scores 5 points and is referred to as a "Ringer" A ringer is called a hammer when your washer lands on top of the other players ringer. If this happens both ringers cancel each other out and you would start scoring by the next closest washer to the cup. A washer that leans over the edge of the cup scores 3 points and is called a "Leaner". Leaners cancel leaners so you score the next closest washer to the cup. A washer closest to the cup but outside the cup scores 1 point. This is simply called a "point", its not the most exciting part of the game so I guess it never got a cool name like the other scores...but it's effective nonetheless.
The scoring player in the round gets points for all washers that are closer to the cup than the opponents closest washer. (diagram #4).
Object The player or team reaching 21 points first wins the game. "Skunks" can be called along the way if an advantage of 11-0 is taken. "Whitewash" is called if the lead is 17-2
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