Name and Purpose
- Washer Pitch is a relaxed outdoor tossing game that works for all skill levels.
- Players practise aim, patience, and light strategy in a small-group setting. It travels easily on away trips and fits into transition time.
a.k.a.
- Washer Pitching, Texas Horseshoes
- Note: some regions call this Polish Horseshoes or Redneck Horseshoes. Those names have been replaced here with the more neutral Washer Pitch.
Age / Group / Time / Space
- Ages 8-16 | 2-8 players (1v1 or 2v2) | 15-30 minutes | Flat outdoor area; short grass or firm surface preferred
Materials
- 2 washer boards (3-hole design)
- 6 galvanised steel washers (2.5-inch diameter, 1-inch centre hole)
- 10-foot measuring rope for board spacing
- Optional: build-your-own kit (see build notes in original source)
Quick-Run Card
- Set boards 10 feet apart, rope handles facing away from the throwing end.
- Player 1 throws all 3 washers at the far board; Player 2 throws from the same spot.
- Score: closest hole 1 pt, middle hole 3 pts, far hole 5 pts. Washers that match cancel out.
- The team or player who scored last throws first in the next round.
- First to exactly 21 wins. Going over reduces your score by what you threw that round.
Setup and Boundaries
- Place boards 10 feet apart (front edge to front edge) on flat, even ground.
- Mark a throwing line at the front edge of each board; feet stay behind this line.
- Signal: facilitator raises a hand to pause play.
- Check area for tripping hazards; keep bystanders clear of the throwing lane.
How to Play
- In 1v1: both players throw from the same end; then walk to the far board, tally scores, and throw back.
- In 2v2: teammates stand at opposite boards and throw toward each other’s end.
- Each player throws 3 washers per turn. A full round = both players (or both pairs) throwing.
- Scoring: closest hole = 1 point; middle hole = 3 points; farthest hole = 5 points. A washer must drop fully into the hole to count. If a thrown washer knocks an opponent’s washer into a hole, that opponent scores the hole’s value.
- Cancellation: matching hole scores between the two sides cancel each other out. Only the net difference counts.
- The team or player who scored in the previous round throws first in the next.
- First to exactly 21 wins. Going over means your score drops back to your total before that round, minus the points that broke 21.
- Skunk rule (optional, agree before play): if one side reaches 11+ points while the other has zero, the game ends.
I-OPt Options
- Start: A (Active) – throw washers and compete. S (Support) – keep score and track cancellations. Q (Quiet) – practise throws informally before the scored round. O (Observer) – watch one round to learn before joining.
- Mid: A – adjust aim and try different throwing styles. S – call out scores and celebrate good throws. Q – throw at a relaxed pace; reduce to 2 washers if preferred. O – take over scorekeeper role from a tired supporter.
- Late: A – push for exactly 21. S – help verify scores and resolve disputes calmly. Q – continue at their pace. O – join as a 2v2 partner for the last few rounds.
- End: A – celebrate the winner. S – pack away equipment. Q – share one thing they noticed about aim or technique. O – try one throw just for fun before packing up.
Inclusion Adaptations
- Reduce board distance to 6 feet for younger or less experienced players.
- Use a seated throwing position for players who need it; adapt the foul line accordingly.
Stewardship Moment
- Boards and washers are reusable for years; store in a dry place to extend lifespan.
- Reflection: “This set can go with you anywhere. How does taking care of camp equipment help everyone?”
Consent
- Pre-brief: “This game involves tossing heavy metal washers. Keep bystanders clear of the throwing lane at all times. For those not ready to throw, Scorekeeper is just as important a role.”
- Mid-game check: After first round, check in. “Everyone comfortable with the distance and weight?”
- Opt-out/re-entry: Step back to Scorekeeper or Observer at any time. Rejoin as a thrower at the start of the next round.
Risks and Mitigation
- Washer leaving the play area: mark a clear side boundary; bystanders stay outside.
- Tripping over boards: ensure boards are flat and stable before play.
- Heavy washers on bare feet: enforce footwear; closed-toe shoes recommended.
- Disagreements on cancellations: agree on scoring rules before play; one designated scorekeeper helps.
Warm-Up Suggestions
- “Underhand Lob”: each player tosses a beanbag or ball underhand into a hoop 5 feet away to warm up aim.
- “Distance Guess”: players estimate how far apart the boards are without measuring, then check with the rope.
Debrief Questions
- What? “What adjustments did you make to improve your aim during the game?”
- So What? “What is the difference between luck and technique in this game?”
- Now What? “What other skill at camp improves when you slow down and focus on technique rather than power?”
Cleanup and Reset
- Collect all 6 washers and store with the boards.
- Coil and store the measuring rope.
- Stack boards in a dry location.
- For those not comfortable with any part of this activity, observing or taking a different role is another option.
