Here is an explanation of 5 Superstitions that Jamaican hold. The last one might surprise you.
All things Jamaican - A totally Jamaican Site
This blog was created to preserve a little part of Jamaica's culture. Too many jokes and interesting things about the Island get forgotten just because there wasn't an archive of them. This blog allows me to archive all these jokes and interesting things so that they will never be forgotten. I will write about what I know and believe, but I need all the help I can get. If you don't leave a donation please like, follow or support my advertisers. Thanks
Sunday
Friday
Card game of the day 4/05
Speed Fish
Objective:
Collect the most sets of four matching cards in 5 minutes .
Setup:
Use a standard 52-card deck.
Shuffle the deck and deal 5 cards to each player.
Place the remaining deck face down in the center as the draw pile.
Timer
Gameplay:
Players take turns in a clockwise direction.
On your turn, you can ask any player for a specific card rank
(e.g., "Do you have any threes?").
If the player has the requested card, they must give all cards of
that rank to you. You get another turn.
If the player does not have the requested card, they say "Go Fish!"
and you draw a card from the draw pile.
If you draw the card you asked for, you get another turn. If not,
your turn ends.
Speed Element: Each turn must be completed within 10 seconds.
If a player takes longer, they must draw an extra card from the draw
pile as a penalty.
When you collect a set of four matching cards, place them face up in
front of you.
Winning:
The game ends when time runs out. The player with the most sets of 4 wins.
Although unlikely if no one has a set of 4 the game is a draw.
Variations:
Speed Round: After every 5 turns, have a 30-second speed round
where players can ask for cards as quickly as possible without waiting
for turns.
Double Trouble: Players can ask for two different ranks in one turn, but
must draw two cards if they don't get either.
Feel free to tweak the rules to suit your group's preferences! Enjoy your game
of Speed Fish!
Thursday
Card game of the day 4/04
PairDash
Players: 2 to 4
Deck: Standard 52-card deck
Goal: Be the first to get rid of all your cards by quickly playing valid pairs.
Setup:
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Shuffle the deck and deal 13 cards to each player (for 4 players). With fewer players, deal more cards evenly or remove some cards to balance.
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Place the rest of the deck face-down in the center as a draw pile.
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Flip four cards from the draw pile face-up in the center to form the PairPool.
Basic Rules:
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Speed-Based Turns: There are no turns. Once the PairPool is revealed, players race to spot and play a pair from their hand that matches any rank in the PairPool (e.g., if a 7 is in the pool, a player can play two 7s from their hand).
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When a player sees a valid pair in their hand that matches a rank in the PairPool, they slap the table and shout the rank ("Sevens!"), then immediately play the pair face-up in their play pile.
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After playing a pair, they draw one new card from the draw pile to replenish their hand (if there are cards left).
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Then, the matching card in the PairPool (e.g., one of the sevens) is replaced with a new card from the draw pile.
Twist: Speed Combos
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If a player has two pairs of different ranks that both match cards in the PairPool, they can chain them in a combo and play both in succession ("Threes and Queens!") — this grants them a Speed Bonus, letting them skip the draw step for one round (thinning their hand faster).
Blocking Rule:
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If two players shout the same rank at the same time:
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The first to fully place both cards wins the right to play it.
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The other must draw a penalty card from the draw pile and wait 3 seconds before making another play.
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Winning:
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The first player to empty their hand and declare “PairDash!” wins.
Optional Chaos Variant: “Wild Rank”
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Once the draw pile is exhausted, a new rule is activated: the PairPool becomes dynamic, and any pair of the same rank as a card in any opponent’s play pile can also be played.
Card Game of the day 04/03
### Game Title: "Chaos Shuffle"
### Overview:
"Chaos Shuffle" is a strategic, multi-player card game for 3 to 6 players that combines elements of classic card games and introduces unique mechanics involving jokers for unpredictability. The objective is to collect sets of cards while causing chaos for your opponents.
### Objective:
Be the first player to collect sets of 4 cards of the same rank (e.g., four 7s) or 2 pairs of the same rank. Alternatively, you can win by being the last player standing when everyone else has no valid moves left.
### Components:
- Standard 52-card deck
- 2 Joker cards
### Setup:
1. Shuffle the entire deck, including the jokers.
2. Deal 7 cards to each player.
3. Place the remaining cards face down in the center to form a draw pile.
4. Flip the top card of the draw pile face up to start the discard pile.
5. Each player takes turns in a clockwise direction.
### Gameplay:
1. **Turn Structure:**
Each player's turn consists of three phases:
- **Draw Phase:**
- The player can draw a card from either the draw pile or the discard pile.
- **Action Phase:**
- The player can choose to:
1. **Form Sets**: Lay down sets of cards (four of a kind) in front of themselves.
2. **Play Jokers**: Use a Joker to represent any card when forming a set or create "Chaos" (explained below).
3. **Discard**: End their turn by placing one card from their hand onto the discard pile.
- **End of Turn:**
- If a player forms a set, they must announce it and show the cards.
2. **Using Jokers:**
- Jokers can be used to replace any card in a set. If a player uses a Joker, they are allowed to initiate "Chaos."
- "Chaos": When a Joker is played, every other player must randomly swap one card from their hand with the player who played the Joker. The player can choose to pick a card from someone else's hand or swap an unwanted card from their hand.
3. **Discarding:**
Players must discard one card at the end of their turn. However, if a player discards a card that is part of a potential set for another player, they must announce that the card is 'dangerous' and that player must discard a card from their hand in return.
4. **Drive Towards Winning:**
- The game continues until a player successfully lays down the required sets or until a player cannot make a valid move (draw or play).
- If someone cannot perform a valid move after drawing, the game continues until one player meets the winning condition.
### Winning the Game:
- A player wins by being the first to lay down four cards of the same rank or collecting two pairs of the same rank OR being the last player with valid moves when other players have no moves left.
### Additional Rules:
- If a player has no cards left in their hand but has completed their sets, they can still win as long as they announce "Victory!" to claim their win immediately.
- If two players form winning sets simultaneously, the one with more cards in hand (excluding the cards played) is declared the winner.
- Players may only swap cards through the "Chaos" mechanic once per round.
Wednesday
Card Game of the day 04/02
This card game is called.. Whiskey
The aim of the game is to accumulate the highest total points based on the cards in hand at the end of each round, creating the best configurations of cards, similar to poker hands. Players will have the option to win through traditional poker hands or by having the highest total point value.
Setup
1. There can be 3 to 6 players.
2. The deck is a standard 52-card deck (no Jokers).
3. To start each player is dealt 4 cards face-down.
4. Players should have 25 betting chips or markers for betting rounds.
How Card are Valued.
All numbered cards from 2-10 retain their face value from 2 through 10.
Other cards such as the Jacks, Queens, Kings are 10 points each.
Aces are 15 points each.
A players Total Hand Value is calculated by summing the point values of the individual cards.
Initial phase
1. Each player must put down some chips in the pot based on their hand. Players can either call, raise, or fold.
Next is the Draw Phase
- After the initial betting, players have the opportunity to either keep all 4 cards or exchange up to 2 cards for new ones from the deck.
#### Round 2: The Community Cards
1. **Flop**:
- Three community cards are dealt face-up in the center.
- Players can now utilize these cards to enhance their hands.
2. **Second Betting Round**:
- Another round of betting occurs. Players can again call, raise, or fold. Players must now include the community cards in their hand during this betting round.
#### Round 3: The Turn
1. A fourth community card is dealt face-up.
2. **Third Betting Round**:
- A new betting round takes place.
#### Round 4: The River
1. A fifth and final community card is dealt face-up.
2. **Final Betting Round**:
- A last opportunity to bet occurs.
### Showdown
1. After all betting rounds are completed, players reveal their hands.
2. Players can use any combination of their 4 cards and the 5 community cards to form their best possible hand.
3. After the last betting round hands are compared.
### Winning the Round
- The player with the most points wins the pot.
### Variations
1. **Scoring**: Players can keep track of points per hand won for a series of rounds, with the first player to reach a predetermined score (e.g., 100 points) declared the overall winner.
2. **Bluffing**: Players may also engage in bluffing, trying to convince other players that they have good cards counting really high.
All in all this game is played like poker with a few exceptions.
Cow vs Goat
In a lush, sun-drenched valley, there lived two notable characters: Betty Goat and Sista Cow. Both animals were beloved by the other residents of the valley, but each had her own distinctive offerings.
Betty Goat was a spirited and adventurous soul. Her milk, rich and tangy, was famous for its unique flavor and versatility. She could often be found at the edge of the mossy meadows, cheerfully promoting her delicious creations, from creamy cheeses to vibrant yogurts. "Come, come! Taste the joys of my goat’s milk! It's the perfect treat for the bold and brave!" she would call out to the gathering crowds.
On the other side of the valley, under the shade of a massive oak tree, stood Sista Cow. With her calm demeanor and gentle nature, she offered milk that was smooth and creamy, ideal for comforting dinners and delightful desserts. Every evening, her lush milk was transformed into rich ice creams and buttery spreads. "Gather 'round, my friends! Savor the warmth of my cow's milk. It brings comfort and nourishment to the heart!" she would softly invite the animals nearby.
As the seasons changed, an idea sparked in the minds of both Betty and Sista. They decided to hold a grand contest to see which milk product would reign supreme in the valley. They invited all the animals to participate and taste each offering. Excitement rippled through the valley as everyone prepared for the event, eager to see which milk would capture their hearts.
The day of the contest arrived, and both Betty and Sista set up their stalls, each brimming with delightful creations. The animals gathered round, eager to try both of their products. Betty had prepared spiced cheese and tangy yogurt, while Sista showcased her creamy milkshakes and smooth butter.
As the tasting began, the competition heated up. The adventurous young rabbits nibbled on Betty’s cheese, beaming with delight. However, the elder animals, like Grandma Tortoise and Grandpa Owl, gravitated toward Sista’s creamy milkshakes, reminiscing about their comforting flavors from years past. Each animal seemed to prefer different offerings, creating a lively buzz of debate.
But as time passed, it became clear that Sista Cow's warmth resonated deeply with the crowd. The animals spoke of the memories and feelings her products evoked, acting like a warm hug on a cold winter’s day. In contrast, while Betty's products were adventurous and exciting, they didn’t quite hold the same nostalgic charm.
After much tasting and deliberation, the animals returned to their homes with full bellies, but only one name echoed through the valley: Sista Cow. Her comforting and rich milk had captured more hearts and palates, instilling a sense of tradition and familiarity.
As the sun dipped behind the hills, casting a golden hue over the valley, Betty Goat sat beside Sista Cow, her competitive spirit dampened but her heart light. "You are the queen of this contest today, Sista," she said with a smile, a dash of envy tempered with respect.
Sista Cow replied kindly, "It’s only the nature of our offerings, dear Betty. Your milk is special in its own way, but sometimes, the comfort of familiarity wins over adventure."
And so, as the night settled in, all the animals agreed on one thing: the essence of Sista Cow's milk brought them together, creating a bond that was hard to break.
That is why Cows’ milk is more popular than Goats’ milk.
Tuesday
The Hunter and the Hunted: A Tale of Deceipt
Once upon a time, in a vibrant forest nestled between rolling hills, there lived three peculiar friends: Bredda Dawg, the loyal and brave protector of the woodland; Bredda Mouse, a clever and quick-witted little creature; and Bredda Snake, a sly and cunning charmer whose charm often masked his true intentions.
The forest was a harmonious place, each creature playing its part in the grand tapestry of life. Bredda Dawg roamed as the guardian, ensuring safety for all under his watchful eye. Bredda Mouse scurried about, gathering seeds and nuts, always quick to lend a helping hand with his sharp intellect. Bredda Snake, in contrast, was known for his deceitful tricks, often making others uneasy, yet he had a way of disguising his true self behind a smile.
One shimmering day, Bredda Snake was slithering through the forest when he hatched a devious plan. He was determined to fill his belly with a feast, and he set his sights on Bredda Dawg and Bredda Mouse. Knowing that the two were quite fond of friendly competitions, Bredda Snake devised a cunning game to lure them into his trap.
"Greetings, my friends!" hissed Bredda Snake, coil glistening in the sunlight. "I propose a challenge that will thrill and delight! Let us have a race to the Great Oak. What say you, my friends?" Having said this Bredda Snake smiled and he true intentions were masked to Bredda Dawg and Bredda Mouse.
They were too excited by the prospect of a race, and Bredda Dawg and Bredda Mouse readily agreed, having no inkling of Bredda Snake’s ulterior motives. The three lined up at the foot of a beautiful flowering tree, ready to dash towards the towering Great Oak that stood on the horizon.
As the race commenced, Bredda Snake immediately took the lead, his sleek form gliding effortlessly through the underbrush. Bredda Mouse, being small and nimble, kept pace but struggled to outmatch Dawg’s strength and speed. Midway through the race, Bredda Snake, with a flick of his tail, created a diversion by rattling some nearby leaves.
"Look over there!" Bredda Snake exclaimed. "Isn’t that a big, juicy berry bush? I'm sure you both are tempted!" Bredda Mouse, ever the opportunist, stopped to catch a glimpse of the mentioned bush, while Bredda Dawg hesitated, sensing something amiss. But the idea of a treat was too seductive, and Dawg's hunger got the better of him.
As Dawg and Mouse lingered, Bredda Snake, with a sly grin, took the opportunity to hide just out of view while calling out to his friends. "You don’t want to fall behind! I’ll just get a head start. May the fastest one win!"
Bredda Mouse raced ahead, determined, while Bredda Dawg, caught up in the budding excitement, followed suit. Little did they know that Bredda Snake had coiled around the base of the Great Oak, and was waiting patiently for the opportune moment.
Upon reaching the tree, Mouse celebrated his arrival, claiming victory, but just as he turned to call Dawg, Bredda Snake struck. "Now that you all are here," he hissed with a chilling coolness, "the real challenge begins."
Before either could fathom his intent, Bredda Snake lunged, wrapping around Bredda Mouse, desperately trying to escape. Bredda Dawg jumped forward to save his friend, but Snake's coils were too tight. In a swift flick of his tail, Bredda Snake subdued the two. "You see, dear friends, your trust was your downfall. Now I shall feast! For you were thinking of friendship, while I thinking of dinner."
Bredda Mouse, in his final moments, exclaimed, “Oh dear Dawg, we were too easily duped! Always remember: wisdom is not just in being clever, it's in the company we keep.”
And so it was that Bredda Snake devoured Bredda Mouse whole, and despite Dawg’s brave attempts to save his companion, he too succumbed to the wicked charms of Bredda Snake, who eventually gorged upon him as well.
The forest remembers the tale, and it stands as a reminder that trust is a double-edged sword, sharp enough to cut through the bonds of friendship—until this day, even the fiercest beasts tread with caution where Bredda Snake still slithers, ever the trickster, lurking in the shadows of the vibrant woods.
Thursday
Only in Jamaican 2
There are some things which are said in Jamaica that I am not sure is said anywhere else in any other English speaking country.
One of these terms is "Sleeping Policeman." While every Jamaican understands this, I'm not sure any other English speaking countries do.
So to make a point, if you know what a sleeping policeman is, and you are from a country other than Jamaican please state this below.
5 Jamaican Superstitions - explained
Here is an explanation of 5 Superstitions that Jamaican hold. The last one might surprise you.

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