Wednesday

Card Game of the day 05/07

 




Cardinoes

Concept: Players create chains by matching either the rank or the suit of the end cards in the chain.

Number of Players: 2-4

Materials: A standard 52-card deck.

Dealing:

  • Shuffle the deck thoroughly.

  • Deal each player 7 cards.

  • Place the remaining cards face down in a draw pile.

  • Flip the top card of the draw pile face up to start the "chain." If this starting card is a Joker (if you choose to include them from another deck), reshuffle and draw a standard card.

Gameplay:

  1. Starting the Game: The player to the left of the dealer goes first.

  2. Playing a Card: On their turn, a player must try to play one card from their hand onto either end of the existing card chain. A played card must match the end card in either rank or suit.

    • Rank Match: A 7 can be played on either end of another 7 (regardless of suit).

    • Suit Match: A Heart can be played on either end of another Heart (regardless of rank).

  3. Drawing a Card: If a player cannot play a card from their hand, they must draw one card from the draw pile. If they can play the drawn card immediately, they may do so. Otherwise, their turn ends.

  4. Passing: If a player has no playable cards in their hand and the draw pile is empty, they must pass their turn.

  5. Ending the Round: A round ends when one player has played all of their cards, or when all players are blocked (no one can play a card).

Scoring:

At the end of a round:

  • The player who goes out (plays all their cards) scores points equal to the total value of the cards remaining in their opponents' hands.

    • Face cards (King, Queen, Jack) = 10 points

    • Ace = 1 point

    • Number cards = their face value (2-10 points)

  • If the round ends because all players are blocked, the player with the fewest points remaining in their hand scores the total value of all cards remaining in all other players' hands. If there's a tie for the fewest points, those players split the score.

Winning the Game:

The game is played for a predetermined number of rounds (e.g., 5 or 10) or until a player reaches a target score (e.g., 100 or 200 points). The player with the highest score at the end of the game wins.

Variations:

  • Point Values: You can adjust the point values of the cards.

  • Jokers: You could include Jokers (from another deck) and assign them a special rule, such as being wild and able to match any rank or suit, or having a high point value if left in a player's hand at the end of a round.

  • Special Plays: You could introduce special play rules, such as being able to play a matching rank and suit simultaneously (if you have the exact card).


Card Game of the day - Involving Teams






"Team Battle Royale"

Objective

The goal is to score the most points by winning rounds through strategic play and teamwork.

Setup

  1. Teams: Divide players into two teams. Each team should have an equal number of players.

  2. Deck: Use a standard 52-card deck. Remove the jokers if included.

Game Play

  1. Deal: Shuffle the deck and deal 5 cards to each player.

  2. Rounds: The game is played in rounds. Each round consists of players playing one card from their hand.

  3. Turn Order: Teams alternate turns. On each turn, a player from the team plays one card face-up in the center.

  4. Winning the Round: The highest card played in the round wins. The ranking of cards is Ace (highest), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2 (lowest). Suits do not matter.

  5. Scoring: The team that wins the round scores points equal to the value of the winning card (e.g., Ace = 14 points, King = 13 points, etc.).

  6. Strategy: Teams can discuss strategy but cannot show their cards to each other.

Special Rules

  1. Team Play: Players must play cards strategically to ensure their team wins the round.

  2. Tie: If there is a tie (two cards of the same rank), the round is considered a draw, and no points are awarded.

  3. End of Round: After each round, players draw a new card from the deck to maintain a hand of 5 cards.

Winning the Game

The game continues until all cards in the deck have been played. The team with the highest total score at the end wins the game.

Variations

  1. Bonus Cards: Introduce special cards (e.g., Jokers) that can double the points of a round.

  2. Team Captains: Designate a team captain who can make final decisions on strategy.


 

Tuesday

New - Reggae Gospel Song-

 I have had these songs in my book of songs for a while. A new app just came out that allows me to turn these scribbles of mine into full blown songs. 

Since this is a Jamaican Blog, I thought it suitable to post them here. Let me know if you disagree

I'm so happy for the app. Now I can share my sings with the world. For more of my songs, you can go to my Youtube Page. (my Username is JAHMYKAH.


Repent me Fren


Blessings in disguise




Call His Name




Pig Cow and sheep- thou shalt not steal




Cow, Sheep, and Pig were the best of friends on Farmer McGregor's farm. They spent their days grazing in the fields, sharing stories, and generally enjoying the simple life. One sunny afternoon, Farmer McGregor brought a large crate into the barn.

"This," he announced, "is a new apple tree! It will provide us with delicious apples for years to come."

The animals were excited. They watched as Farmer McGregor planted the tree just outside the barn. As the days turned into weeks, the tree grew taller, and soon, it was laden with juicy, red apples. Cow, Sheep, and Pig would often stand beneath the tree, their mouths watering, waiting for the apples to ripen.

One morning, Pig woke up with a particularly strong craving for apples. It looked at the tree, heavy with fruit, and then at its friends, who were still asleep. A mischievous thought popped into its head. "Just one little apple," it thought, "they won't even notice."

Pig tiptoed to the tree and plucked a large, red apple. It gobbled it down, savoring the sweet, juicy taste. It was so delicious that it took another, and then another. Soon, it had eaten several apples.

Meanwhile, Cow and Sheep woke up. They went outside and saw Pig standing by the apple tree, looking guilty. Several apples lay on the ground, half-eaten.

"Pig," Cow said sternly, "did you take those apples?"

Pig hung its head. "Yes, I did," it mumbled. "I couldn't help myself."

Sheep sighed. "Pig, you know that's stealing. Those apples don't belong to you. They belong to Farmer McGregor."

Pig felt ashamed. It knew its friends were right. It had broken the trust they had in him, and it had disobeyed the unspoken rule of the farm: "Thou shalt not steal."

"I'm sorry," it said, tears welling up in its eyes. "I'll tell Farmer McGregor what I did, and I'll make it up to him."

Pig confessed to Farmer McGregor, who was disappointed but appreciated Pig's honesty. As a punishment, Pig had to help Farmer McGregor with extra chores for a week.

Pig learned a valuable lesson that day. It understood that even though the apples were tempting, they weren't its to take. It also learned that honesty and making amends are always the best course of action. From that day on, Pig never stole anything again, and its friendship with Cow and Sheep grew even stronger.


Card Game of the day 04/06


 This game is called Uno speed pairs


This game is based collecting pairs. Game play for 2-6 players.

Goal

Be the player with the most pairs.

Setup

Use standard Uno deck.

Shuffle the deck

Deal 5 cards face down to each player

Deck is placed face down for simple play. To Up the adrenoline face up. This is the draw pile.

Each player keeps their hand hidden until the round starts.

Gameplay

A player Counts down 3...2....1 Go!

Player throwen thier cards down face up and start drawing cards one by one from the deck to make pairs.

Make pairs as quickly as you can Same numbers or action card. Color does not matter. 

Once a pair is formed say "Pair!"

If on 5 consecutive tries a player has 

Speed draw

Each Player draws a single card as fast as they can. If no pair is formed, place the card aside. 

Game ends when all cards are drawn from the deck. Or a player has no cards left in the hand. They must say Uno if they have only one card left. 

For longer game play create a second deck with discarded cards and then players continue to pick from the second deck. 

Even when no cards are

Penalty

If  a player draws more than one card another player can shout Penalty and the guilty player must tap the 5 five times before drawing another car. Other players are free to draw cards during this player's time out. The guilty party should tap as fast as they can to get back in the drawing. So that other players don't draw to many cars ahead of them.

If a player only has one card left and did not say Onu they have to tap 5 times and then add a 2 cards to their hand from the deck.

.Variations

Wild cards can pair with any card.

If two players say pair at the same time, who ever slaps the deck first gets to keep all 4 cards.

________________

Please tell me if you enjoy these card games.

 


Thursday

The silent death of liberty in Jamaica

In the shadow of our complacency, a nightmare is taking shape. Within a decade, the free world will not merely decline—it will collapse under the crushing weight of its own moral decay. Today’s youth, their minds dulled by the hypnotic glow of screens and the relentless pursuit of algorithmic dopamine, are sleepwalking toward their own enslavement, while the very fabric of society unravels around them.

History’s warnings go unheeded, drowned out by the clamor of instant gratification. As educational institutions forsake critical thinking for standardized compliance, a generation emerges not only blind to the encroachment of tyranny but also poisoned by the normalization of ethical decay. Infidelity, once whispered about in hushed tones, now parades across social media as a badge of liberation. Deception in relationships, business, and politics is no longer condemned but celebrated as clever strategy—the hallmark of those who “play the game” well.

The sacred bonds of trust between individuals are crumbling, as licentious behavior becomes not just accepted but expected. Dating apps gamify human connection, reducing intimacy to a disposable commodity. Children grow up witnessing adults who cheat without consequence, learning that loyalty is for fools and commitments are made to be broken. In this moral wasteland, the ideals of honor and integrity become quaint relics of a bygone era.

Economic collapse, climate catastrophe, and social fragmentation will soon converge into a perfect storm of desperation. From this fertile ground of fear and moral confusion will emerge leaders whose silver tongues mask venomous intent—charismatic predators who understand that a society unable to keep faith with itself cannot recognize betrayal from above. They will not need to seize power; it will be surrendered willingly by those who traded their birthright of freedom for the hollow comforts of vice and distraction.

Democratic safeguards will dissolve like sugar in rain, each surrendered liberty justified as a necessary accommodation to changing times. The same youth who casually cheated their way through education will find themselves ruled by masters who cheat them of everything—their privacy, their autonomy, their very humanity. Only then will they realize, too late, that a culture which glorifies deception inevitably breeds monsters who perfect it.

When this transformation is complete, the dictatorship will receive thunderous applause from a populace conditioned to worship power at any cost. Those who finally awaken to their captivity will discover that the cage was built from their own abandoned values, its bars forged from the systematic rejection of truth and accountability that they once celebrated as freedom.

By then, the machinery of oppression will operate with ruthless efficiency, wielded by leaders who learned from watching society reward those who break every rule while escaping consequences. In quiet moments, as they submit to mandatory surveillance and thought control, they will remember with bitter regret the moral foundation they dismantled—brick by brick, lie by lie, betrayal by betrayal—until nothing remains to stand against the advance of tyranny.


Sunday

5 Jamaican Superstitions - explained

 Here is an explanation of 5 Superstitions that Jamaican hold.  The last one might surprise you.







Friday

Card game of the day 4/05

Speed Fish




Objective:

Collect the most sets of four matching cards in 5 minutes .

Setup:

  1. Use a standard 52-card deck.

  2. Shuffle the deck and deal 5 cards to each player.

  3. Place the remaining deck face down in the center as the draw pile.

  4. Timer 

Gameplay:

  1. Players take turns in a clockwise direction.

  2. On your turn, you can ask any player for a specific card rank

 (e.g., "Do you have any threes?").

  1. If the player has the requested card, they must give all cards of 

that rank to you. You get another turn.

  1. If the player does not have the requested card, they say "Go Fish!"

and you draw a card from the draw pile.

  1. If you draw the card you asked for, you get another turn. If not,

your turn ends.

  1. 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.

  1. 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:

  • 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.

  • Place the rest of the deck face-down in the center as a draw pile.

  • Flip four cards from the draw pile face-up in the center to form the PairPool.


Basic Rules:

  1. 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).

  2. 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.

  3. After playing a pair, they draw one new card from the draw pile to replenish their hand (if there are cards left).

  4. 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

  • 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:

  • If two players shout the same rank at the same time:

    • The first to fully place both cards wins the right to play it.

    • The other must draw a penalty card from the draw pile and wait 3 seconds before making another play.


Winning:

  • The first player to empty their hand and declare “PairDash!” wins.


Optional Chaos Variant: “Wild Rank”

  • 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.

Monday

The Jamaican humming bird.

The Jamaican Hummingbird recognized as a national emblem, is a jewel all on its own. Jamaica is home to an incredible diversity of wildlife, with the Jamaican hummingbird standing out as one of the island's most captivating inhabitants. Among the 30 species of hummingbirds found in the Caribbean, Jamaica boasts the highest number of endemic species, with five unique varieties fluttering about the lush landscapes. One of the most notable species is the Jamaican mango (Anthracothorax mango), which is easily recognized by its striking iridescent plumage that can reflect shades of green, blue, and purple. These diminutive birds are not only a spectacle to behold but also play a critical role in the ecosystem as pollinators.


Jamaican hummingbirds are not only known for their vibrant colors but also for their remarkable flying abilities. They can beat their wings at an astonishing rate of up to 70 times per second, allowing them to hover in place and even fly backward—a feat that few birds can accomplish. Their rapid wing beats create a unique humming sound, from which they derive their name. These agile flyers require copious amounts of energy to sustain their high activity levels. To meet their nutritional needs, they primarily feed on nectar from flowers, utilizing their long, specialized bills to access the sugary resources while simultaneously facilitating cross-pollination of the plants they visit.


In addition to their ecological importance, Jamaican hummingbirds are integral to the cultural heritage of the island. They feature prominently in local folklore and are often associated with love, beauty, and agility. Conservation efforts are essential to ensuring the survival of these stunning birds, as habitat destruction and climate change pose significant threats. Protecting their natural environments is critical, not only for the hummingbirds but for the entire ecosystem, as these birds serve as indicators of environmental health. As more people become aware of their beauty and ecological significance, the hope is that the regal Jamaican hummingbird will continue to enchant and inspire future generations. 

Card Game of the day 05/07

  Cardinoes Concept: Players create chains by matching either the rank or the suit of the end cards in the chain. Number of Players: 2-4 M...