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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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