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Washer Toss games

Box scoring, skunk, partner rotation, short-box, and finale washer games for driveways, parks, and tailgates.

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All Washer Toss games (30)

Washer Toss Twists (30)

Optional one-rule scoring twists for a game your group already plays.

Hole Value Rule

Hole and box values must be announced before frame 1.

  • Hole and box values must be announced before frame 1.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Before frame one, read the house chart aloud: through the central hole 3; resting on the flat top 1; ground, side or outer rim 0. Keep that chart for all five frames. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Hole Value Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hole Value Rule; stop at the agreed finish condition.
Cancellation Rule · Washer Toss

Opposing same-value results cancel.

  • Opposing same-value results cancel.
  • Compatible host: Cancellation Box Classic. Use flat-topped, one-hole washer boxes, three washers in each of two distinguishable colours, and a visible score sheet. Mark a 4-metre throwing line on a level, clear lane. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. Play twelve frames. One player from each side throws its three washers, alternating one controlled underhand toss at a time with the other side. Keep all six washers in place until the frame is scored. The next teammate pitches the next frame; repeat each side’s listed order. Alternate which side starts. Both sides receive 36 tosses; with unequal rosters, turns are equal within each side, not between the two different-sized rosters. Each hole is 3 and each flat-top rest 1. Cancel opposing washers one for one within each value: hole against hole, top against top. Score every uncancelled washer for its side. A hole never cancels three top washers. For example, A has one hole and one top, B has two tops: cancel one top each, then A posts 3 and B posts 1. Both sides may score in the same frame. Ground, side and outer-rim rests score 0. Judge final resting positions only after all six tosses; then clear the target. Highest side total after all twelve frames wins; equal totals share the win. Selected rule: Use the twelve-frame Cancellation Box Classic format with two sides and three colour-matched washers each. Cancel opposing washers one for one within each value: hole against hole, top against top. Score every uncancelled washer for its side. A hole never cancels three top washers. For example, A has one hole and one top, B has two tops: cancel one top each, then A posts 3 and B posts 1. Both sides may score in the same frame. Each uncancelled hole scores 3 and each uncancelled flat-top rest 1; ground, side and outer-rim rests score 0. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Cancellation Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Cancellation Rule · Washer Toss; stop at the agreed finish condition.
One-Toss Frame · Washer Toss

Each player gets one toss this frame.

  • Each player gets one toss this frame.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Before the selected frame begins, announce that every player gets one toss instead of three. Score 3/1/0 from the normal chart; highest legal score wins that frame, tied highest scores share it. Add only the actual throw value to the match total; no extra frame-win point. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score One-Toss Frame · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after One-Toss Frame · Washer Toss; stop at the agreed finish condition.
Soft-Toss Finale · Washer Toss

Final frame requires soft-toss only.

  • Final frame requires soft-toss only.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Before play, mark a far safety line 1 metre beyond the target’s back edge and announce the final-frame condition. Frame five requires controlled soft underhand tosses; any washer landing beyond the line scores 0 even if it rebounds. All other values and the normal shared-tie result stay unchanged. If that line would extend into an occupied area or walkway, relocate the entire lane before starting. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Soft-Toss Finale · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Soft-Toss Finale · Washer Toss; stop at the agreed finish condition.
Foul Honesty Rule · Washer Toss

Self-called fouls earn 1 honesty point.

  • Self-called fouls earn 1 honesty point.
  • Compatible host: Honesty Call Bonus · Washer Toss. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Explain that honesty points are recorded separately from game points. A foot on or beyond the line at release is a foul. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A player calls their own foul before anyone else points it out and before scoring. Another player confirms the event calmly. Stop all throws before retrieving a fouled washer. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. The fouled toss scores 0. The player’s first confirmed self-call earns 1 honesty point, at most 1 per match, in a separate recognition column. It cannot increase the game total, cancel a foul or override a safety stop. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Apply the selected rule’s explicitly stated replacements to the host; keep the remaining host rules. Selected rule: Use with Honesty Call Bonus · Washer Toss. A foot touching or crossing the line at release makes that toss a foul worth 0. The first confirmed self-call earns that player 1 honesty point in a separate recognition column, capped at 1 per match. It cannot change the competitive total or override a safety stop. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Foul Honesty Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Foul Honesty Rule · Washer Toss; stop at the agreed finish condition.
Box Challenge Rule

Each side gets one box challenge per match.

  • Each side gets one box challenge per match.
  • Compatible host: Box Measure Challenge. Use flat-topped, one-hole washer boxes, three washers in each of two distinguishable colours, and a visible score sheet. Mark a 4-metre throwing line on a level, clear lane. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns. Give each side one challenge token. A named scorer from either side records the initial call while all washers remain still; both sides can inspect from the lane only after throwing stops. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. Play twelve frames. One player from each side throws its three washers, alternating one controlled underhand toss at a time with the other side. Keep all six washers in place until the frame is scored. The next teammate pitches the next frame; repeat each side’s listed order. Alternate which side starts. Both sides receive 36 tosses; with unequal rosters, turns are equal within each side, not between the two different-sized rosters. Before retrieval, a side may spend its token to ask both sides to recheck a hole, top or outside call together. Inspect without moving the washer; a tape cannot prove a hidden resting position. If both sides agree the recorded call was wrong, correct it. Otherwise keep the recorded call and award no bonus point. A separate host may help but is not required. After both sides finish, each washer through the hole scores 3 and each washer resting on the flat top scores 1; ground, side and outer-rim rests score 0. Add each side’s points without cancellation. Stop throwing before collecting and resetting. A confirmed correction earns the challenger 1 bonus point and corrects the underlying washer score. Spend the token on that first challenge, successful or not; each side can earn at most 1 bonus. An incorrect or inconclusive challenge adds no bonus. Highest side total after all twelve frames wins; equal totals share the win. Selected rule: Each side has one token for the match. A named scorer records the initial hole/top/outside call before washers move. A challenge pauses retrieval while both sides inspect together. An agreed correction updates the washer score and adds 1 bonus point; otherwise keep the recorded call and add no bonus. Spend the token on the first challenge regardless of outcome. A separate host may help but is not required. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Box Challenge Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Box Challenge Rule; stop at the agreed finish condition.
No Crowding Rule · Washer Toss

Box sides must clear before each toss.

  • Box sides must clear before each toss.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: The host checks the target’s sides and back before every toss, then brings all waiting players behind the active line. Do not throw until the lane is clear. Completing those checks earns the group 1 shared process point at match end, separate from competitive scores; safety remains compulsory even if that point is lost. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score No Crowding Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Crowding Rule · Washer Toss; stop at the agreed finish condition.
Comeback Toss Rule · Washer Toss

Trailing side gets one extra legal finale toss.

  • Trailing side gets one extra legal finale toss.
  • Compatible host: Comeback Extra Toss · Washer Toss. Use flat-topped, one-hole washer boxes, three washers in each of two distinguishable colours, and a visible score sheet. Mark a 4-metre throwing line on a level, clear lane. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns. Before starting, announce one extra toss for the side trailing after frame eleven; if tied then, neither receives it. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. Play twelve frames. One player from each side throws its three washers, alternating one controlled underhand toss at a time with the other side. Keep all six washers in place until the frame is scored. The next teammate pitches the next frame; repeat each side’s listed order. Alternate which side starts. Both sides receive 36 tosses; with unequal rosters, turns are equal within each side, not between the two different-sized rosters. After both sides finish their ordinary frame-twelve turns, the eligible side chooses one member to take its single extra toss from the same line. Score the ordinary frame before clearing for that toss. After both sides finish, each washer through the hole scores 3 and each washer resting on the flat top scores 1; ground, side and outer-rim rests score 0. Add each side’s points without cancellation. Stop throwing before collecting and resetting. Add the extra toss at the same 3/1/0 values. Eligibility remains fixed from the end of frame eleven even if the ordinary final frame changes the lead. Highest total after twelve ordinary frames and the declared comeback toss wins; ties share. The single extra toss is the announced exception to equal side quotas. Selected rule: Identify the trailing side after frame eleven; a tie means no bonus toss. After both sides finish the ordinary twelfth frame, that side chooses one member for one extra toss from the same line. Score it 3/1/0 and add it to its side’s total. This one toss is the announced exception to equal quotas. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Comeback Toss Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Comeback Toss Rule · Washer Toss; stop at the agreed finish condition.
Short Lane Option · Washer Toss

Captain may call short lane for one frame.

  • Captain may call short lane for one frame.
  • Compatible host: Captain Distance Call · Washer Toss. Use flat-topped, one-hole washer boxes, three washers in each of two distinguishable colours, and a visible score sheet. Mark a 4-metre throwing line on a level, clear lane. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns. Mark a second line 2 metres from the target. Each side names a captain; captains alternate choosing the 2-metre or 4-metre line before a frame begins. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. Play twelve frames. One player from each side throws its three washers, alternating one controlled underhand toss at a time with the other side. Keep all six washers in place until the frame is scored. The next teammate pitches the next frame; repeat each side’s listed order. Alternate which side starts. Both sides receive 36 tosses; with unequal rosters, turns are equal within each side, not between the two different-sized rosters. Both sides use the captain’s announced line for the entire frame. No line change after its first toss. All waiting players move behind that active line before throwing starts. After both sides finish, each washer through the hole scores 3 and each washer resting on the flat top scores 1; ground, side and outer-rim rests score 0. Add each side’s points without cancellation. Stop throwing before collecting and resetting. Highest side total after all twelve frames wins; equal totals share the win. Selected rule: For this selected format, replace the host’s every-frame captain distance choices with one short-frame allowance for the whole match. Before one chosen frame begins, the captain may call the 2-metre line for both sides; announce it before that frame’s first toss. Use the 4-metre line in every other frame. Move all waiting players behind the active line and keep the same score chart, three tosses per side and twelve-frame endpoint. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Short Lane Option · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Short Lane Option · Washer Toss; stop at the agreed finish condition.
Blind Order Rule · Washer Toss

Draw toss order before play.

  • Draw toss order before play.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Put one numbered slip per player in a bag, draw once each, and write the resulting order before frame one. Follow it in all five frames; do not redraw after seeing scores. The draw changes order, not anyone’s number of turns. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Blind Order Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Blind Order Rule · Washer Toss; stop at the agreed finish condition.
Beginner Spot Rule · Washer Toss

New players get one closer spot line.

  • New players get one closer spot line.
  • Compatible host: Beginner Spot Line · Washer Toss. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Mark a 2-metre spot line. Before play, identify the new players who may use it for one whole turn each. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A new player must announce the spot-line turn before its first toss; all three tosses of that turn use the closer line. Mark it used, then return to the ordinary line for later turns. Move everyone waiting behind the closer line before that turn starts. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Mark a 2-metre line as well as the ordinary 4-metre line. Each new player may announce one whole three-toss turn from the closer line before taking its first toss. Mark that option used; subsequent turns return to the ordinary line. Keep the 3/1/0 chart. Move everyone waiting behind the closer line before that turn starts. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Beginner Spot Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Beginner Spot Rule · Washer Toss; stop at the agreed finish condition.
Double Final Rule · Washer Toss

Announced final frame scores double.

  • Announced final frame scores double.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Announce before frame one that frame five is doubled for everyone. In that frame holes score 6 and top rests 2; misses and fouls stay 0. Everyone still has three tosses. Process points do not double. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Double Final Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Double Final Rule · Washer Toss; stop at the agreed finish condition.
Skunk Cap Rule

Optional score cap prevents early skunk shutouts.

  • Optional score cap prevents early skunk shutouts.
  • Compatible host: Skunk Prevention Cap. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Before frame one, choose whether to use the house cap of 6 game points per player per frame. Record that choice for the whole match. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. Score holes 3, flat-top rests 1 and other rests 0. If the cap was chosen, post no more than 6 points from a player’s three-toss turn; otherwise post their full turn score. Always play all five frames: no lead or zero opponent score ends the game early. Highest total after five complete frames wins; equal totals share. The cap limits a single frame’s score; it does not guarantee a close result. Selected rule: Before starting, choose the optional maximum of 6 game points per player per three-toss frame. Keep that choice for all five frames. Play every frame even if someone has zero or the lead is large; there is no early skunk ending. A cap limits the frame score, not the final margin. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Skunk Cap Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Skunk Cap Rule; stop at the agreed finish condition.
Leaner Score Rule

Agreed leaners score 2.

  • Agreed leaners score 2.
  • Compatible host: Leaner on Box Edge. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Before play, choose whether to count central-hole-rim leaners as 2. Here the rim means the edge of the central hole, not the outside edge of the box. Demonstrate a washer supported by that rim and visibly tilted into the hole; a washer lying flat across the opening is not a leaner. If the equipment cannot hold that position clearly, leave the optional leaner rule off. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. Before moving washers, the scorer records each resting result. Each player has one recheck request for the match. On a request, stop play and inspect the position together; correct the call only if both the scorer and requester agree. Otherwise keep the recorded call. A recheck adds no bonus and uses the request whether or not the call changes. If selected before play, a clearly tilted central-hole-rim leaner scores 2. Through the hole scores 3; a flat-top rest scores 1; ground, side and outer-rim rests score 0. Count a washer once: 3 for through-hole, otherwise 2 for the selected leaner, otherwise 1 for flat top, otherwise 0. With leaners switched off, only the ordinary 3/1/0 chart applies. Add five complete frames. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Before starting, agree whether a washer supported by the central hole rim and visibly tilted into the hole scores 2. A flat washer spanning the hole is not a leaner. Through-hole scores 3, otherwise an agreed leaner 2, otherwise flat top 1, otherwise 0; count each washer once. Outer box edges never earn leaner points. If that position cannot be demonstrated clearly, leave the option off. Keep the host’s five frames and one recheck request per player. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Leaner Score Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Leaner Score Rule; stop at the agreed finish condition.
Kids Track Rule · Washer Toss

Separate shorter kids track on same boxes.

  • Separate shorter kids track on same boxes.
  • Compatible host: Kids Spot Lane · Washer Toss. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. For a mixed-age group, mark a separate 2-metre line for younger participants and keep an adult supervising their turns. Record adults and younger players in separate scoring columns. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. Use the same target in separate turns, never two active lanes at once. Everyone waiting moves behind the currently active line. Adults use 4 metres; younger participants use 2 metres. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. After five complete frames per player, name the highest total separately on the younger-player and adult tracks. Ties within either track share that win; never compare totals across the two distances. Selected rule: adults throw from 4 metres, supervised younger players from 2 metres, with five three-toss turns each. Use the same target in separate turns and move everyone behind the active line. Keep separate totals and winners for the two distances; ties share within their track. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Kids Track Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kids Track Rule · Washer Toss; stop at the agreed finish condition.
Silent Frame Rule · Washer Toss

One frame uses gestures only.

  • One frame uses gestures only.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Agree on stop, clear, next and score signals before play, then use them during one announced frame. Spoken safety calls always remain allowed. If speech is needed for understanding or participation, skip the quiet condition without penalty and continue ordinary scoring. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Silent Frame Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Silent Frame Rule · Washer Toss; stop at the agreed finish condition.
Team Average Rule · Washer Toss

Match uses team average.

  • Match uses team average.
  • Compatible host: Team Average Washers. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Make two teams and record their membership before play; uneven team sizes are allowed. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Add the members’ individual totals and divide by that team’s number of players. For example, 24 points from two players averages 12; 33 from three averages 11. Compare the exact fractions before rounding. Highest team average after five turns per player wins; equal averages share the win. Selected rule: Each player receives five turns of three tosses. Add each team’s player totals and divide by its membership count fixed before play. Compare exact fractions before rounding; equal averages share the win. For example, 24÷2=12 beats 33÷3=11. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Team Average Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Team Average Rule · Washer Toss; stop at the agreed finish condition.
Pause Free Rule · Washer Toss

Safety pauses never cost points.

  • Safety pauses never cost points.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Anyone may stop play for someone near the target or lane. Resume only when clear. Replay a genuinely interrupted attempt free; keep earlier settled scores. A stop after a result has settled does not erase that result, and no pause reduces later turns or deducts points. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Pause Free Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Pause Free Rule · Washer Toss; stop at the agreed finish condition.
Color Draft Rule · Washer Toss

Draft washer colors before play.

  • Draft washer colors before play.
  • Compatible host: Color Washer Blind Draft. Use flat-topped, one-hole washer boxes, three washers in each of two distinguishable colours, and a visible score sheet. Mark a 4-metre throwing line on a level, clear lane. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns. Put one slip for each set colour in a bag. Captains draw once to allocate the two otherwise matching sets; record ownership and do not swap colours during the match. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. Play twelve frames. One player from each side throws its three washers, alternating one controlled underhand toss at a time with the other side. Keep all six washers in place until the frame is scored. The next teammate pitches the next frame; repeat each side’s listed order. Alternate which side starts. Both sides receive 36 tosses; with unequal rosters, turns are equal within each side, not between the two different-sized rosters. After both sides finish, each washer through the hole scores 3 and each washer resting on the flat top scores 1; ground, side and outer-rim rests score 0. Add each side’s points without cancellation. Stop throwing before collecting and resetting. Award the group 1 process point once both colour assignments are recorded before the first toss. Keep process points in a separate shared column; they do not change the washer-game winner. Highest side total after all twelve frames wins; equal totals share the win. Selected rule: Prepare two otherwise matching sets of three washers and put one slip for each colour in a bag. Captains draw once before play and record which side owns each set. Keep those colours throughout the match; the draw changes ownership only, not score values. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Color Draft Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Color Draft Rule · Washer Toss; stop at the agreed finish condition.
Closest Only Rule · Washer Toss

Optional frame scores closest legal washer only.

  • Optional frame scores closest legal washer only.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Before starting, select one frame to use this closest-only score instead of ordinary 3/1/0. Measure each player’s nearest legal washer to the central hole: a hole-in is distance 0; otherwise measure the shortest gap between the washer’s nearest outer edge and hole edge. A ground washer inside the clear lane can be measured; exclude fouled, side and outer-rim rests. The closest player earns 2, tied closest players each earn 2, and a frame with no legal results scores 0 for all. Do not also add 3/1 points. Record the distance before retrieving each player’s washers. Use the normal chart in every other frame; add the five frame scores for the match result. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Closest Only Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Closest Only Rule · Washer Toss; stop at the agreed finish condition.
Two-Team Rotation Rule · Washer Toss

Rotate two teams through equal frames.

  • Rotate two teams through equal frames.
  • Compatible host: Two-Team Rotation · Washer Toss. Use flat-topped, one-hole washer boxes, three washers in each of two distinguishable colours, and a visible score sheet. Mark a 4-metre throwing line on a level, clear lane. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. Play twelve frames. One player from each side throws its three washers, alternating one controlled underhand toss at a time with the other side. Keep all six washers in place until the frame is scored. The next teammate pitches the next frame; repeat each side’s listed order. Alternate which side starts. Both sides receive 36 tosses; with unequal rosters, turns are equal within each side, not between the two different-sized rosters. After both sides finish, each washer through the hole scores 3 and each washer resting on the flat top scores 1; ground, side and outer-rim rests score 0. Add each side’s points without cancellation. Stop throwing before collecting and resetting. Highest side total after all twelve frames wins; equal totals share the win. Selected rule: two sides of 1–4 players, twelve frames, one listed pitcher per side each frame and three tosses per pitcher. Rotate through each side’s roster and alternate the starting side. Both sides receive 36 tosses. Members of unequal-sized sides have different individual counts; compare side totals, not individual totals. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Two-Team Rotation Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Two-Team Rotation Rule · Washer Toss; stop at the agreed finish condition.
Practice Beat Rule · Washer Toss

One free practice toss before frame 1.

  • One free practice toss before frame 1.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Offer each player one unscored practice toss before frame one; passing is allowed. Complete the practice circuit, collect all washers and start the match at zero. Practice never replaces a scored turn or carries points forward. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Practice Beat Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Practice Beat Rule · Washer Toss; stop at the agreed finish condition.
Boundary Zero Rule · Washer Toss

Washers past the far safety line score 0.

  • Washers past the far safety line score 0.
  • Compatible host: Short-Box Precision. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 2 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Mark a far safety line 1 metre beyond the target’s back edge; use another location if that leaves an occupied area or walkway in the lane. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. Keep every toss low and controlled; a washer that lands beyond the far line is dead even if it returns to the target. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Any toss landing beyond the far safety line scores 0. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Before play, mark the 2-metre throwing line and a far safety line 1 metre beyond the target’s back edge. The host points it out once before the chosen frame from a safe waiting position; do not move it mid-frame. Any washer landing beyond it scores 0 even if it returns. Stop all throws before retrieval. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Boundary Zero Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Boundary Zero Rule · Washer Toss; stop at the agreed finish condition.
Process Sheet Rule · Washer Toss

Visible score sheet scores 1 process point.

  • Visible score sheet scores 1 process point.
  • Compatible host: Process Sheet Visible · Washer Toss. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Add columns for each turn’s hole count, top count, game points and a separate shared process total. Place the sheet where all players can read it safely between throws. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. Read each recorded turn score before the target is cleared. Announce corrections aloud and show the amended total; never walk into an active lane to read the sheet. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. The group earns 1 process point when the sheet remains available and all corrections are shown to all players. Keep process points in a separate shared column; they do not change the washer-game winner. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Show player names, frame numbers, hole counts, top counts, game totals and a separate shared process column. Read each result before clearing washers; announce and show corrections. The group earns 1 process point once the visible record is complete. It cannot change the washer-game winner. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Process Sheet Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Process Sheet Rule · Washer Toss; stop at the agreed finish condition.
Clean Reset Rule · Washer Toss

Group box reset scores 1 shared point.

  • Group box reset scores 1 shared point.
  • Compatible host: Clean Reset Credits · Washer Toss. Use this group closing task after a washer match. Put the score sheet aside and stop all throwing. Agree where the washers and boxes will be stored. Check that every washer is accounted for, stack or contain the washers safely, carry boxes out of the lane and collect score sheets and litter. Each person may choose a suitable task, help check completion or pass without penalty. The host reads brief kind credits after the lane is clear, such as “Thanks for leaving the next players a clear lane”; name individual helpers only with permission. When the full reset is complete, record 1 shared process point for the group. It adds nothing to the finished match score. Everyone shares the win when the space and equipment are reset. Selected rule: Use the Clean Reset Credits · Washer Toss closing task after the match. Stop throwing, account for all washers, stack or contain them safely, move boxes to storage and clear litter. The completed reset earns the group 1 shared process point; it never changes the finished match’s winner. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Declining a reset role has no penalty or effect on the finished match. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Clean Reset Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Reset Rule · Washer Toss; stop at the agreed finish condition.
Partner Switch Rule · Washer Toss

Switch partners every two frames.

  • Switch partners every two frames.
  • Compatible host: Partner Switch Boxes. For 3–8 players, list every distinct pair once: with A, B and C, use AB, AC and BC. Draw the pair order. Use flat-topped one-hole boxes, two matching washers and a 4-metre throwing line; everyone waits behind that line. Each pair has its own score row. Each pair plays two consecutive frames. In each frame, both partners take one toss; score and clear after both washers settle. Then switch to the next listed pair. Finish the entire list so each player has the same number of pair appearances. With only two people, use Hole-In Score Climb instead; a partner switch is not possible. Each washer through the hole scores 3, on the flat top 1, and elsewhere 0. Keep the four-toss total with that named pair; do not carry points to a new pair or credit them as an individual leaderboard. The pair with the highest completed two-frame total wins; equal totals share. Each pair plays exactly once and each person appears with every other player once. Apply the selected rule’s explicitly stated replacements to the host; keep the remaining host rules. Selected rule: Use with the 3–8-player Partner Switch Boxes format. List every distinct pair once; each pair takes two consecutive frames with one toss per partner per frame, then the next pair plays. Keep each pair’s four-toss total in its own row and complete the full list. Every player partners with every other player once; tied pair totals share the win. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Partner Switch Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Partner Switch Rule · Washer Toss; stop at the agreed finish condition.
Captain Chart Rule

Captain confirms values before frame 1.

  • Captain confirms values before frame 1.
  • Compatible host: Captain Call Chart. Use flat-topped, one-hole washer boxes, three washers in each of two distinguishable colours, and a visible score sheet. Mark a 4-metre throwing line on a level, clear lane. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns. The captains write and read aloud: through hole 3; flat top 1; ground, side or outer rim 0; no cancellation; twelve frames. Both sides confirm before the first toss. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. Play twelve frames. One player from each side throws its three washers, alternating one controlled underhand toss at a time with the other side. Keep all six washers in place until the frame is scored. The next teammate pitches the next frame; repeat each side’s listed order. Alternate which side starts. Both sides receive 36 tosses; with unequal rosters, turns are equal within each side, not between the two different-sized rosters. After both sides finish, each washer through the hole scores 3 and each washer resting on the flat top scores 1; ground, side and outer-rim rests score 0. Add each side’s points without cancellation. Stop throwing before collecting and resetting. Award the group 1 process point for that completed pregame confirmation. Keep process points in a separate shared column; they do not change the washer-game winner. The chart stays fixed throughout the match. Highest side total after all twelve frames wins; equal totals share the win. Selected rule: Before frame one, both captains confirm through hole 3, flat top 1, ground/side/outer rim 0, no cancellation, and twelve complete frames. Write it where both sides can see it. Keep those values for the match; use a separately selected cancellation format only if chosen before starting. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Captain Chart Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Captain Chart Rule; stop at the agreed finish condition.
Three-Frame Cap Rule · Washer Toss

Match ends after three frames unless tied.

  • Match ends after three frames unless tied.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Use with Hole-In Score Climb and select this cap before play. Replace its five frames with three full frames of three tosses per player. If the highest totals tie, only the tied players take one further equal three-toss frame using the same chart. If still tied, share the win; do not keep extending. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Three-Frame Cap Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Three-Frame Cap Rule · Washer Toss; stop at the agreed finish condition.
No Cash Prize Rule · Washer Toss

Points or stickers only.

  • Points or stickers only.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: Points or stickers only. No gambling. Keep its normal 3/1/0 scores and five equal frames; this hosting condition changes no turns or winning rule. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score No Cash Prize Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Cash Prize Rule · Washer Toss; stop at the agreed finish condition.
Fair Pass Rule · Washer Toss

Passing a turn never reduces future fair turns.

  • Passing a turn never reduces future fair turns.
  • Compatible host: Hole-In Score Climb. Use flat-topped, one-hole washer boxes and three matching washers. These are house formats for that equipment. Put the target on a level, clear lane; mark a throwing line 4 metres from its near edge. Everyone waits behind the active line. Write each player’s name and five frame columns on a score sheet. Use the currently active marked line as the release limit: a foot touching or crossing it at release makes that toss a foul worth 0. A playing participant may act as host or caller and keeps every ordinary offered turn; another participant checks that player’s result. No separate nonplaying host is required. In each frame, every player takes one turn of three controlled underhand tosses at the same target. Let all three washers settle before scoring; then stop throwing, collect them and clear the target for the next player. Keep the same order for five frames. A washer through the central hole scores 3; one resting on the flat top scores 1. Ground, side and outer-rim rests score 0. Count each washer once at the end of its player’s turn; add all five frame scores. There is no cancellation in this format. Highest total after five complete frames wins; equal totals share the win. Everyone receives the same number of scored turns. Selected rule: A player may pass a toss or turn; enter 0 for the declined attempts and do not redistribute them. The player keeps every later scheduled turn and may rejoin at the next one. Do not demand a reason or make participation a scoring condition. This selected rule replaces only its explicitly named schedule, distance, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing a toss or turn records 0 for declined attempts, without removing later offered turns or requiring a reason. Set boxes on a clear lane away from walkways and grills. One thrower at a time, keep others behind the foul line, never throw washers toward people, and pause for people crossing the lane. Scored results are tracked as challenge points.
  • Score Fair Pass Rule · Washer Toss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Fair Pass Rule · Washer Toss; stop at the agreed finish condition.