Set-up
Place two 2-inch by 4-inch by 10-inch washer boards on a grassy or carpeted area, 10 feet apart. Each person or team gets three washers that are color-coded or marked differently from the opposition's washers. Players stand on one board and toss washers one at a time at the opposing board. The front of the board you are throwing from is the foul line and cannot be crossed. At the beginning of the game, each team tosses one washer to see who goes first--highest score or the one closest to the hole wins.
In singles, players throw washers from the same board, then calculate their scores and throw from the other board.
In doubles, team members throw from opposite boards. The first player from one team tosses his washers, followed by the first player on the other team. Scores are calculated and then their teammates throw.
The last player or team to score plays first in the next round.
Scoring
Holes at the front of the board are worth one point; in the center, three points; in the farthest hole, five points. Washers must make it completely into the hole to count. If a washer lying on the board is knocked into a hole, the points are awarded to the player who threw the original washer. If you throw a washer into a hole that already contains an opposing player's washer, neither of you score. This does not affect the order of play.
Winning
The first player or team to hit 21 exactly wins the game. If you go over 21, you must subtract whatever score you receive above 21 from your score at the beginning of the round. For example, if you had 17 and scored 5, you will be knocked down to 12 points (17 minus 5).
A "skunk" occurs when one team leads 11-0.