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RUBY'S WASHER TOSSMIRAMICHI · NBEST · 2027RUBY'S WASHER TOSSCLASSIC · MIRAMICHI NB

Rulebook · version 1.0

Official rules

Eight articles, five minutes to read, zero excuses on the lane. Captains acknowledge the active rulebook during registration.

1.Spirit of the Game

  • Washer toss is a game of touch, nerve, and neighbourliness. Play hard, laugh harder.
  • Scorekeepers and tournament officials have the final word on the day. Disputes are heard once, politely.
  • The Ruby Rule: play like your grandmother is watching. At this tournament, she is. She's 101, she's seen everything, and she will absolutely comment on your form.

2.The Court

  • Two washer boxes per lane, set 21 feet apart, centre to centre.
  • Each box is a 16-inch square with a 4-inch cup at centre.
  • The foul line is the front edge of the box. A thrower's foot may not cross it before the washer lands.

3.Teams & Throws

  • Teams are two players. Partners stand at opposite boxes and stay there for the full game.
  • Each turn, a player throws three washers at the far box, alternating turns with the opposing player at their end.
  • The team that scored last throws first. Opening throw of the game goes to the winner of a one-washer closest-to-the-cup toss.

4.Scoring

  • In the cup: 3 points. Around here that's a suey, and you're allowed, encouraged even, to call it loud.
  • In the box: 1 point. Anywhere else: a story for later.
  • Cancellation scoring: matching points cancel. If both teams throw a suey in the same end, the crowd wins and nobody scores.
  • First team to 21 wins. At 20-all, play continues until one team leads by 2.
  • A washer leaning into the cup counts as in the box. It's only a suey when it's all the way in; the cup has no opinion on effort.

5.Fouls

  • Foot over the foul line: that washer scores nothing and stays where it lies.
  • Thrown out of turn: the washer is removed, no score, play resumes in order.
  • A washer that bounces off the ground into the box or cup scores nothing. This is washer toss, not crokinole.

6.Time & Ties (pool play)

  • Pool-play games carry a 25-minute cap to keep eight lanes moving.
  • At the cap, the leading team takes the win. Tied at the cap: one final full end decides it.
  • Bracket games play to the full 21 with no cap. Championships are not rushed.

7.Weather & Delays

  • Rain that a New Brunswicker would call 'spitting' does not stop play.
  • Lightning clears the lanes immediately; play resumes 30 minutes after the last strike.
  • The tournament director may compress formats to finish the day. The banner gets raised.

8.Conduct

  • Chirping is heritage; disrespect is not. Officials draw the line and it holds.
  • Alcohol rules follow the posted grounds policy. Coolers are checked at the gate.
  • One warning, then a forfeit. Nobody has ever needed the second sentence. Keep it that way.

Rules are maintained by the organizing committee and versioned; the active version at check-in governs the day. Questions, or loopholes you're proud of finding: tell the committee.