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.
Distance from the cup is generally determined by visual observation but may require a measurement. In the rare event that the two closest washers are equidistant 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 of them, then 5 points would be awarded player 1. In the instance of three or more players, a second capper 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 5 points for the cupper. Watch where your washer lands to see if it scores and so you know where to pick it up when the round is finished. Continue throwing the rest of your washers. Readjust your aim and power to get as close to the cup as you can.
Some games are only played with 2 washers per player, but others may play with 3 or 4. Part 3. Check how many washers landed inside the cup and box. Walk over to the box you were throwing at and locate the washers. Every washer that lands inside of the cup counts as 3 points while every washer inside the box counts as 1 point. When a washer is flat along the top edges of the box, then it counts as an automatic win.
Compare how many of your washers are in the cup compared to your opponent. Every time you and your opponent score in the same area, the points will cancel each other out so no points are awarded. If you have a majority of washers in the area, then you will earn points. You would receive 3 points for your 1 remaining washer in the cup. Give 1 player the points for the round if there are any.
Only 1 player can score during each round of the game. Once you finished canceling out washers, calculate how many points each player would have. Whoever has the most points adds them to their score and starts the next round.
If there is ever a tie, the round is considered a wash and no points are scored. Continue the game until a player reaches 21 points. Start the next round from the box you just threw to so the player that scored points in the last round goes first. Play the rounds as usual, going back and forth between the boxes. When a player or team gets 21 points, they are the winner! A player or team needs to win by at least 2 points.
If you get 21 but your opponent has 20, then you need to play until you reach 22 points. Include your email address to get a message when this question is answered. There are many variations and house rules for washers.
Helpful 0 Not Helpful 0. Submit a Tip All tip submissions are carefully reviewed before being published. You Might Also Like How to. How to. More References 4. How to Build a Washer Toss Game Set This easy woodshop project will yield hours of family fun - here's how to make your own washer toss game set!
Written by Dean Kuczynski. Everyone enjoyed fishing , swimming, canoeing, going on frog hunts, and making up games. My daughter, her friends, and all of my friends and family will attest to that.
Trust me, this is an easy project and an afternoon spent building it will be well worth it. If you find an easier way to do any of this, go for it! My guide takes a simple approach that will get you playing out in the yard as soon as possible. DIY Washer Toss Game Set Instructions Estimated time to complete: 2 hours, plus time for paint to dry Woodshop safety: Always wear proper eye, hearing and breathing protection when working with power tools or hand tools, and always work on a stable surface.
Materials Take the materials list with you to the store. Cut the carpet into two 13xinch squares. Flip them over and draw lines from corner to corner to help you find the center.
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