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Washer Vocabulary Terms: (Washers.org)

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. With more than two players, the player to reach 20 first always tosses last.

CAP - When an opposing player lands a washer inside the cup after the previous player has already tossed a washer inside the cup. A capper. (To "cap" the "cupper".)

CUP - Cups are the recessed circular targets toward which each contestant tosses his washers. Cups are separated by 25', center to center, are typically 4" in diameter (101.6 mm) and composed of PVC or metal, approximately 5" in depth. Diagram

CUPPER - When a washer lands inside the cup. Example

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 to further determine throwing order.

FULL TERM - When a contestant 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 or term. A game of at least 21 points.

HANGER - A washer that extends over the lip of the cup, but is not in the cup, is said to be a hanger. Example

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 5' x 3', often framed with wood, tape, marks, or by other means. Click here for a diagram.

POINTER - A thrown washer that ultimately scores a point at the end of the round is referred to as a pointer

ROUND - When each player completes his toss. No washers are removed from the pit or cup until all players have completed their toss and scoring has been determined.

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

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.

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

WASHERS - Two washers of the same color and size used per player. The recommended washer is 2.5" in diameter, with a 1" hole in the middle; made of steel and weighing about 4 ounces.

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.

 



pit picture

 
pit image This close-up view of the left pit shows the two 3' and two 5' landscape timbers used to frame the pit, and also illustrates the recommended offset distance of the cup from the front of the pit. Each pit is filled with soil to the top of the frame.

 


It's a cupper!A cupper, two hangers, and two others in close! This high level of competition is not uncommon and contributes to the appeal of the game.

 



 

The Throw - All serious players deliver their washers with an underhand movement. It is recommended that the washer rest on the middle finger with the index finger curled around the edge and the thumb rested on top. 
[ Illustration ] The washer should roll or spin off the index finger and maintain a trajectory that is somewhat parallel to the ground. Washers that flip end-over-end, or are perpendicular to the ground when they land, will generally deliver unsatisfactory results. Soil conditions will often dictate which particular throwing style is most effective. With an extremely dry pit, for example, washers slide easily. Under these throwing conditions, many players will attempt to land flat, just in front of the cup, and slide in. Washers that don't reach the cup will still present a formidable obstacle to opponent's washers and might be knocked in or nudged closer. With damp playing conditions, washers slide with difficulty. Under these circumstances, players often throw with a higher, arching trajectory and go directly for the cup. Regardless of the soil and pit conditions, frequent grooming of the pit is always necessary during every game. Should the lip of the cup become exposed, for example, sliders may strike the front of the cup and stop, rather than proceeding to a cupper. Grooves and other indentations in the pit can also effect the path of a washer. Simply smoothing the soil and maintaining earth around the cup is generally all that is required. http://washers.org/strategy/index.html
Proper grip is important to 
insure a smooth delivery 
and stable trajectory.

Grip image

The Stance is extremely important to a uniform delivery and consistent results. It is recommended that you always throw from the same location within the pit (or the same spot in relation to the cup for non-framed pits). Some players prefer to take one step when delivering their washer; others maintain a fixed position when throwing. Both styles have merit and followers. Likewise, some throwers stand with legs apart while others stand with legs tightly together. Whichever stance is most comfortable will do for starters. If successful throwing seems elusive, even after considerable practice, consider trying one of the other options outlined above. http://washers.org/strategy/index.html

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Blackjack
the game itself; or a two-card hand with a total of 21, that is, an ace and a ten or face card

bust
going over 21 on a hand

double down
same as double, the "down" referring to the way the next card is often dealt

double
an option a player has to double his or her bet and receive just one more card; an especially good strategy when holding an 11

hard 17
a hand with an ace that cannot be counted as 7, e.g., ace-six-ten; compare soft 17

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hit
ask the dealer for an additional card

insurance
a side bet, usually limited to half the player's original bet, that the dealer offers players when the dealer's up card is an ace. If the dealer has blackjack, the player wins the insurance bet.

natural
another word for a blackjack (two cards totaling 21)

push
a tie between a player and the dealer, resulting in neither a win nor a loss for the player

shoe
the device, usually holding multiple decks of cards, from which cards are dealt

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soft 17
a hand with an ace that can be counted as either 7 or 17, e.g., ace-six

split
an option a player has to split a pair dealt on the first two cards and, after making the appropriate extra bet, playing each hand separately.

stand
refuse to take a card

stick
another word for stand

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