The “washers” are four inches in diameter cut from 1/8” thick steel plating. In the center of the washer a 2” hole is cut out to create the washer effect. Each player uses three washers so that six are a minimum for a game. Each set of three is usually painted a contrasting color for easy identification.
Holes are 5” in diameter spaced 12” apart. Each board length is 48” and the board width is 18”.
(2x6 board) (2x2 board) (2x2 board) (2x6 board)
Boards placed 6’ apart
The target boards are 18” wide and 48” in length. Three 5” diameter holes are cut into a ¾” plywood board equally spaced on 12” centers. At one end of the board a 2x6 is added to the back end and a 2x2 is added to the low end. This gives a slight inclination to the target board and allows the washers to drop through the openings even in tall grass. The board is then carpeted, which extends through the three holes. The fact that the carpeting reduces the 5” opening in the board increases the amount of accuracy required to score points.
The two target boards are set up 6’ apart foot to foot. (A 6’ chain with hooks on ends gives you an accurate distance.) The players stand behind one of the boards and toss their three washers, one at a time, at the opposite board. The goal of the game is to make exactly 21 points. In scoring the hole nearest to the tosser counts as one point, the middle hole on the board counts as three points and the farthest hole is five points. The washer must drop through the hole to count points.
If the first player puts a washer through a hole, then the second player puts a washer the same hole, the two washers cancel each other and no points are scored on either washer. If a washer hits grass first and then bounces onto the board the washer is removed from board immediately. The winner must have exactly 21 points. Any player going over 21 points loses the game immediately. If a player makes exactly 21 points and has not thrown all his washers, he stands back and allows his opponent to attempt to cancel his winning throw by putting a washer through the same hole. (Washers of a different color in the same hole always cancel.) If the challenger cancels the winning throw, he then stands back and allows the first player to again get the winning point with his remaining washers. If the challenger does not cancel the winning point with his three washers, the winner must “hit carpet (on board top)” with each of his remaining washers without scoring points beyond 21. If the person who already has 21 points inadvertently makes any additional points over 21, he loses the game automatically to the challenger. If both players reach 21 at the same time and have no washers left then the game is a tie and has to be replayed.