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
Pig, a plump fellow with a perpetually optimistic snout, was usually found dreaming of mud puddles and extra rations. Sheep, a fluffy philosopher, spent his days pondering the existential crisis of being shorn. And Cow, a sensible sort, mostly chewed her cud and offered sage advice in a low, rumbling moo.
One sweltering afternoon, Farmer McGregor, a man who loved his baked goods more than his prize-winning pumpkins, left a plate of freshly baked peanut butter cookies cooling on his porch. Pig, ever the opportunist, waddled by. The aroma hit him like a ton of bricks – or rather, a ton of delicious, crumbly, peanut-buttery goodness.
"Just one," Pig oinked to himself, his little trotters already halfway up the steps. "No one will ever know."
He scarfed down not one, but three cookies, leaving behind a trail of incriminating crumbs that practically glowed in the afternoon sun. Just as he was wiping his chin, Sheep sauntered past, looking for a particularly reflective puddle to contemplate his reflection in.
"Baa! Pig!" Sheep exclaimed, spotting the crumbs and Pig's suspiciously pleased expression. "Were those Farmer McGregor's cookies? You know he counts them!"
Pig's ears drooped. "Uh, no, Sheep. These are… digestive crumbs. From my, uh, breakfast. Very healthy." He tried to look sincere, but a stray peanut crumb stuck to his snout gave him away.
The Great Cookie Confession
Suddenly, Cow lumbered over, attracted by the commotion and the distinct scent of baked goods. "Moo? What's all the fuss about?" Her eyes, usually full of gentle wisdom, narrowed slightly at the sight of the dwindling cookie plate and Pig's shifty demeanor.
Sheep, unable to bear a falsehood, blurted out, "Pig ate Farmer McGregor's cookies! Three of them!"
Pig flushed a deep shade of pink. "It was only a taste! They were calling to me! And anyway, maybe Farmer McGregor just... made fewer today?"
Cow let out a long, slow moo. "Pig," she said, her voice calm but firm, "honesty is like a good blade of grass. It might seem tough to chew at first, but it makes your insides feel right. A lie, on the other hand, is like eating nettles. It stings, and it'll get you in the end."
Pig squirmed. He imagined Farmer McGregor's disappointment, his love for those cookies. He imagined the farmer's stern gaze. And he knew Cow was right. It felt worse holding onto the secret than admitting it.
"Alright, alright!" Pig finally oinked, hanging his head. "I ate them. All three. They were delicious, but I shouldn't have. I'm sorry."
The Sweet Resolution
Just then, Farmer McGregor walked out, stretching after a nap. He glanced at the plate. His brow furrowed for a moment, then softened as he saw Pig looking genuinely remorseful.
"Well now, looks like someone's been enjoying my baking," the farmer said, a twinkle in his eye. He knelt down. "You know, Pig, if you'd just asked, I probably would have given you one. I always bake extra for my favorite critters." He reached into a basket he was carrying and pulled out... a whole fresh batch of cookies! "These just came out of the oven. Still warm. Next time, just ask, okay?"
Pig's eyes widened. He looked at Sheep, who nodded knowingly, and at Cow, who gave a gentle, approving moo. He hadn't just avoided trouble; he'd learned a valuable lesson and still got a warm cookie.
From that day on, Pig was still a bit mischievous, but he always made sure to ask first. Because as Cow often reminded him, "Honesty always tastes sweeter than a stolen cookie." And down in Four Corners, everyone agreed.
A Tale of Two Histories: The Black Experience in Jamaica vs. the United States
The history of Black people in both Jamaica and the United States is deeply rooted in the transatlantic slave trade, colonialism, resistance, and the ongoing struggle for equality and cultural affirmation. While there are common threads that bind these histories—such as African ancestry, forced migration, and systemic oppression—each journey is distinct in its social, cultural, and political outcomes.
Slavery and Colonial Roots
Jamaica
Black history in Jamaica began with the brutal arrival of enslaved Africans under Spanish rule in the early 1500s, and later, in much larger numbers, under British rule from 1655 onward. Jamaica became a central hub in the British Empire for sugar production, with enslaved Africans making up the vast majority of the population by the 18th century. Life on Jamaican plantations was marked by extreme violence, short life expectancy, and constant resistance. Unlike in the United States, where the enslaved population grew largely through birth, the Jamaican enslaved population had to be replenished continuously due to high mortality.
United States
In America, slavery was institutionalized in the 1600s and expanded rapidly, particularly in the South, where cotton and tobacco were dominant. Although brutal, the American system allowed for somewhat more demographic stability, as the enslaved population in the U.S. increased through natural reproduction. However, the core of slavery—exploitation, dehumanization, and systemic violence—was no less severe.
Rebellion and Resistance
Jamaica
Jamaican slaves were highly resistant, staging numerous uprisings—the most famous being the 1831 Baptist War led by Sam Sharpe. Prior to that, the Maroons—communities of escaped enslaved Africans—waged guerrilla warfare against the British and even signed treaties granting them semi-autonomous lands. Jamaica's history is marked by a tradition of open rebellion and assertive African cultural retention, contributing to the island’s strong sense of identity.
United States
Resistance in the U.S. took many forms, including armed rebellion (e.g., Nat Turner’s Rebellion), escape (via the Underground Railroad), and cultural defiance. However, rebellion was often met with overwhelming violence and suppression. The geographical size of the U.S., the fragmentation of the enslaved population, and the legal and military strength of slaveholders made large-scale rebellion more difficult than in Jamaica.
Emancipation and Its Aftermath
Jamaica
Slavery was abolished in Jamaica in 1838 after a long struggle and growing pressure from abolitionist movements in Britain. Emancipation brought little economic change; land remained in the hands of the white plantocracy. However, ex-slaves quickly began building their own communities, churches, and cultural institutions, which laid the foundation for a powerful cultural nationalism in the 20th century.
United States
Slavery was abolished in the U.S. in 1865 following the Civil War. The brief Reconstruction era promised racial equality but was soon replaced by Jim Crow laws and widespread racial terror. Unlike Jamaica, where Black people became the majority population and ultimately took political power, African Americans remained a minority subjected to systematic disenfranchisement and segregation.
Cultural Identity and Empowerment
Jamaica
Jamaica evolved into a Black-majority nation where African culture remained vibrant and influential. The rise of Rastafari in the 1930s, reggae music, and the pan-African ideas of Marcus Garvey helped to shape a powerful Black identity rooted in resistance, spiritual resilience, and global Black solidarity.
United States
African Americans developed a rich cultural legacy through music, literature, religion, and activism, despite systemic racism. The Harlem Renaissance, the Civil Rights Movement, and the emergence of leaders like Martin Luther King Jr. and Malcolm X showcased the community’s strength. However, struggles with racial inequality persist in education, employment, policing, and housing.
Modern-Day Realities
Jamaica
Today, Jamaica is an independent nation with Black leadership and institutions. Yet, it grapples with economic challenges, crime, and the lingering effects of colonialism. Nevertheless, the sense of Black pride and cultural sovereignty is strong and often exported globally through music, language, and sports.
United States
African Americans have made significant strides in all areas of society, including politics, with milestones such as the election of President Barack Obama. However, systemic racism, police brutality, and economic disparities continue to plague Black communities, igniting ongoing movements like Black Lives Matter.
Conclusion
Though born from the same historical trauma, the paths of Black people in Jamaica and the United States have diverged significantly. Jamaica's Black majority forged a national identity steeped in African pride and political autonomy, while African Americans have had to fight—and continue to fight—for full inclusion and recognition within a system originally built to exclude them. Yet in both contexts, the spirit of resistance, creativity, and resilience endures.
These histories are not just stories of suffering, but powerful testimonies of survival, transformation, and hope.
The video is about the presenter's exploration of Montego Bay, Jamaica, where he shares his experiences and insights about the city.
Here is a summary of the video, broken down into key points:
Introduction: The presenter expresses his deep connection to Africa while acknowledging the beauty of Jamaica [00:00]. He highlights Montego Bay as a top tourist destination in the Caribbean [01:22].
Love for Jamaica: He shares three reasons why he loves Jamaica: its greenness, the blueness of the ocean, and its healing nature [02:36].
Montego Bay Highlights: Montego Bay is described as the touristic capital of Jamaica [02:56]. The presenter emphasizes the friendly and loving nature of the people [01:50].
Local Insights: He interacts with locals, learning about the history and culture of Montego Bay. This includes a visit to a historic church built by slaves [04:38].
Hip Strip: The presenter visits Hip Street, known as a safe and popular spot for tourists [09:25].
Downtown Exploration: He explores the bustling downtown area, noting the significant presence of Chinese-owned supermarkets [14:36].
Historical Significance: The video delves into the history of Sam Sharpe, a national hero who fought against slavery [16:25]. The presenter visits historical sites, including the church where Sharpe preached and was buried [19:57].
Reflections on Slavery: The presenter reflects on the resilience of Africans and calls for emancipation from mental slavery [21:45].
Oldest Church: He visits the oldest church in Montego Bay, detailing its history and reconstruction after an earthquake [23:08].
Independence and Challenges: A local shares their perspective on Jamaica's independence, pointing out ongoing challenges and the need for self-reliance [25:15].
Local Market: The presenter explores a local market, drawing parallels between Jamaican and Ghanaian culture and heritage [28:30].
Conclusion: The presenter encourages viewers to visit Montego Bay, highlighting its beauty and the warmth of its people [30:37].
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:
Starting the Game: The player to the left of the dealer goes first.
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).
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.
Passing: If a player has no playable cards in their hand and the draw pile is empty, they must pass their turn.
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).
The goal is to score the most points by winning rounds through strategic play and teamwork.
Setup
Teams: Divide players into two teams. Each team should have an equal number of players.
Deck: Use a standard 52-card deck. Remove the jokers if included.
Game Play
Deal: Shuffle the deck and deal 5 cards to each player.
Rounds: The game is played in rounds. Each round consists of players playing one card from their hand.
Turn Order: Teams alternate turns. On each turn, a player from the team plays one card face-up in the center.
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.
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.).
Strategy: Teams can discuss strategy but cannot show their cards to each other.
Special Rules
Team Play: Players must play cards strategically to ensure their team wins the round.
Tie: If there is a tie (two cards of the same rank), the round is considered a draw, and no points are awarded.
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
Bonus Cards: Introduce special cards (e.g., Jokers) that can double the points of a round.
Team Captains: Designate a team captain who can make final decisions on strategy.
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.
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.