ent comes in if both
are at the same window or at windows on the same side, because then in
addition to seeing the things there is the fun of not letting the
other think you have seen them.
Railway Whist
This is a kind of "Roadside Whist," the rules for which will be found
on page 163. As has been said there, most players will prefer to draw
up their own scoring table; but the following things and figures may
be found useful as a foundation:--
If you see--
A church it counts 3
A field with sheep " 3
A field with cows " 2
A field with horses " 4
A field with rabbits " 3
A man " 1
A woman " 2
A stile " 4
An open gate " 5
A shut gate " 2
An ordinary dog " 2
A sheep dog " 6
A horse and cart " 5
A hay-wagon " 2
A pond " 4
If you see--
A waving handkerchief you lose 6
A hay-stack " 1
A red barn " 5
A grocer's wagon " 1
Children on a gate " 10
Whichever side first sees a black sheep wins, no matter what the score
is. Otherwise the scorer of the greatest number of marks is the
winner. In "Railway Whist" it is necessary for the players to be on
different sides of the train.
Station Observation
A variety of "Observation" (see page 104) can be played on journeys.
While the train is stopping at a station every one looks out of the
window and notices as many things as possible. When the train starts
again each writes as many of these things as he can remember, and the
one with the best list wins.
Games With a Watch
If you have a watch it is rather interesting to guess the exact time
at which the train will reach the next station. The one who guesses
nearest becomes the holder of the watch until the next guess is
decided. Other things can be done with a watch, particularly if it has
a second hand. Guessing the length of a minute is rather interesting,
or timing the speed of the train by noting how long it takes to go
between the telegraph-poles at the side of t
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