Washers Yard Game Setup, Rules & Scoring


1) A washers yard game court shall be a level rectangular area 8 ft wide and a minimum of 25 ft long. The court should 

consist of two washer platforms (10 feet apart from front to front), designated tosser boxes, and foul line. 

*the foul line consists of the tosser’s leg touching the front of the washer platform, if the leg is not touching, it is considered a “foul”

2) The tosser box is only limited to the tosser’s leg touching. They are able to lean as close to the opposing target as they would like so long as their leg remains in contact with the washer platform behind them. 

Playing the Game:

1) Washers can be played as doubles or singles. In doubles play two contestants are partners against another team of two contestants; in singles play a contestant competes against another contestant. In doubles play, one member of each team tosses from one platform and the other member tosses from the other platform. In singles play, both contestants toss from the same washer platform.

2) In doubles play, the first side of contestants alternate tossing washers until they have thrown all three, then the remaining contestants continue to alternate in the same manner until all three washers are delivered.

3) The contestant who scored last shall toss first in the next round. If neither tosser scores, the contestant who tossed second (last) shall first first in the next round.

4) A foul washer is one which was delivered in non-compliance with one of the rules of the game. It scores as an out and is to be removed from the washer court before any more washers are tossed. Washers already in the court that have been knocked into foul territory by a foul washer shall be returned to the scoring area, including a washer that may have been knocked into a hole.

*washers bounced onto the platform or into a hole is a foul and must be removed from play and no points scored


1) A washer that is thrown through the FRONT hole in the platform or otherwise comes to rest inside the front hole (knocked in by another player) is worth 1 POINT.

2) A washer that is thrown through the CENTER hole in the platform or otherwise comes to rest inside the center hole (knocked in by another player) is worth 2 POINTS.

3) A washer that is thrown through the BACK hole in the platform or otherwise comes to rest inside the back  hole (knocked in by another player) is worth 3 POINTS.

4) The washer match shall be played until the first team of contestants reaches EXACTLY 21 points at the completion of a round. The winning team does not need to win by two or more points.

*If you go over 21 in a round, you must subtract the amount over from 21 and start from that amount in your next round

EXAMPLE: If you start a round with 18 points and after that round of tossing you have 5 points, you would be 2 points over 21. Therefore you now have 19.

5) If the washer match is tied at 21 at the end of a round, play continues until one team or the other achieves a higher score at the end of a round.

6) In cancellation scoring, washers that land within the FRONT, CENTER, or BACK hole by opponents during a round (or half a round in doubles play) cancel each other out. Only non-cancelled washers are counted in the score for the inning.

EXAMPLE: If you get 1 in the front hole and 1 in the center, you have 3 points. But if, in the same turn, your opponent throws 2 washers through the back hole and 1 in the front, they've scored 7 points. The score for that round would be; Them = 4; You = 0.