Wok-in

7:00 Free Time In the Gym

Chinese Names (http://www.chinese-tools.com/names)

and Facts

The Year Of The -

The Chinese animal signs are a 12-year cycle used for dating the years. They represent a cyclical concept of time, rather than the Western linear concept of time. The Chinese Lunar Calendar is based on the cycles of the moon, and is constructed in a different fashion than the Western solar calendar. In the Chinese calendar, the beginning of the year falls somewhere between late January and early February.

In traditional China, dating methods were cyclical, cyclical meaning something that is repeated time after time according to a pattern. A popular folk method which reflected this cyclical method of recording years are the Twelve Animal Signs. Every year is assigned an animal name or "sign" according to a repeating cycle: Rat, Ox, Tiger, Rabbit, Dragon, Snake, Horse, Sheep, Monkey, Rooster, Dog, and Boar. Therefore, every twelve years the same animal name or "sign" would reappear.

According to Chinese legend, the twelve animals quarreled one day as to who was to head the cycle of years. The gods were asked to decide and they held a contest: whoever was to reach the opposite bank of the river would be first, and the rest of the animals would receive their years according to their finish.

All the twelve animals gathered at the river bank and jumped in. Unknown to the ox, the rat had jumped upon his back. As the ox was about to jump ashore, the rat jumped off the ox's back, and won the race. The pig, who was very lazy, ended up last. That is why the rat is the first year of the animal cycle, the ox second, and the pig last.

 

The Year Of The Rat

1912, 1924, 1936, 1948, 1960, 1972, 1984, 1996

People born in the Year of the Rat are noted for their charm and attraction for the opposite sex. They work hard to achieve their goals, acquire possessions, and are likely to be perfectionists. They are basically thrifty with money. Rat people are easily angered and love to gossip. Their ambitions are big, and they are usually very successful. They are most compatible with people born in the years of the Dragon, Monkey, and Ox.

 

The Year of the Ox

1913, 1925, 1937, 1949, 1961, 1973, 1985, 1997

People born in the Year of the Ox are patient, speak little, and inspire confidence in others. They tend, however, to be eccentric, and bigoted, and they anger easily. They have fierce tempers and although they speak little, when they do they are quite eloquent. Ox people are mentally and physically alert. Generally easy-going, they can be remarkably stubborn, and they hate to fail or be opposed. They are most compatible with Snake, Rooster, and Rat people.

 

Year Of The Tiger

1914, 1926, 1938, 1950, 1962, 1974, 1986, 1998

Tiger people are sensitive, given to deep thinking, capable of great sympathy. They can be extremely short-tempered, however. Other people have great respect for them, but sometimes tiger people come into conflict with older people or those in authority. sometimes Tiger people cannot make up their minds, which can result in a poor, hasty decision or a sound decision arrived at too late. They are suspicious of others, but they are courageous and powerful. Tigers are most compatible with Horses, Dragons, and Dogs

 

Year Of The Rabbit

1915, 1927, 1939, 1951, 1963, 1975, 1987, 1999

People born in the Year of the Rabbit are articulate, talented, and ambitious. They are virtuous, reserved, and have excellent taste. Rabbit people are admired, trusted, and are often financially lucky. They are fond of gossip but are tactful and generally kind. Rabbit people seldom lose their temper. They are clever at business and being conscientious, never back out of a contract. They would make good gamblers for they have the uncanny gift of choosing the right thing. However, they seldom gamble, as they are conservative and wise. They are most compatible with those born in the years of the Sheep, Pig, and Dog.

 

The Year of the Dragon

1916, 1928, 1940, 1952, 1964, 1976, 1988, 2000

People born in the Year of the Dragon are healthy, energetic, excitable, short-tempered, and stubborn. They are also honest, sensitive, brave, and they inspire confidence and trust. Dragon people are the most eccentric of any in the eastern zodiac. They neither borrow money nor make flowery speeches, but they tend to be soft-hearted which sometimes gives others an advantage over them. They are compatible with Rats, Snakes, Monkeys, and Roosters.

 

The Year Of The Snake

1917, 1929, 1941, 1953, 1965, 1977, 1989, 2001

People born in the Year of the Snake are deep. They say little and possess great wisdom. They never have to worry about money; they are financially fortunate. Snake people are often quite vain, selfish, and a bit stingy. Yet they have tremendous sympathy for others and try to help those less fortunate. Snake people tend to overdo, since they have doubts about other people's judgment and prefer to rely on themselves. They are determined in whatever they do and hate to fail. Although calm on the surface, they are intense and passionate. Snake people are usually good-looking and sometimes have marital problems because they are fickle. They are most compatible with the Ox and Rooster.

 

Year Of The Horse

1918, 1930, 1942, 1954, 1966, 1978, 1990, 2002

People born in the Year of the Horse are popular. They are cheerful, skillful with money, and perceptive, although they sometimes talk too much. The are wise, talented, good with their hands, and sometimes have a weakness for members of the opposite sex. They are impatient and hot-blooded about everything except their daily work. They like entertainment and large crowds. They are very independent and rarely listen to advice. They are most compatible with Tigers, Dogs, and Sheep.

 

The Year Of The Ram

1919, 1931, 1943, 1955, 1967, 1979, 1991, 2003

People born in the Year of Ram are elegant and highly accomplished in the arts. They seem to be, at first glance, better off than those born in the zodiac's other years. But ram year people are often shy, pessimistic, and puzzled about life. They are usually deeply religious, yet timid by nature. Sometimes clumsy in speech, they are always passionate about what they do and what they believe in. Ram people never have to worry about having the best in life for their abilities make money for them, and they are able to enjoy the creature comforts that they like. Ram people are wise, gentle, and compassionate. They are compatible with Rabbits, Pigs, and Horses.

 

Year Of The Monkey

1920, 1932, 1944, 1956, 1968, 1980, 1992, 2004 

 People born in the Year of the Monkey are the erratic geniuses of the cycle. Clever, skillful, and flexible, they are remarkably inventive and original and can solve the most difficult problems with ease. There are few fields in which Monkey people wouldn't be successful but they have a disconcerting habit of being too agreeable. They want to do things now, and if they cannot get started immediately, they become discouraged and sometimes leave their projects. Although good at making decisions, they tend to look down on others. Having common sense, Monkey people have a deep desire for knowledge and have excellent memories. Monkey people are strong willed but their anger cools quickly. They are most compatible with the Dragon and Rat.

 

The Year Of The Rooster

1921, 1933, 1945, 1957, 1969, 1981, 1993, 2005

People born in the Year of the Rooster are deep thinkers, capable, and talented. They like to be busy and are devoted beyond their capabilities and are deeply disappointed if they fail. People born in the Rooster Year are often a bit eccentric, and often have rather difficult relationship with others. They always think they are right and usually are! They frequently are loners and though they give the outward impression of being adventurous, they are timid. Rooster peoples emotions like their fortunes, swing very high to very low. They can be selfish and too outspoken, but are always interesting and can be extremely brave. They are most compatible with Ox, Snake, and Dragon.

 

Year of the Dog

1922, 1934, 1946, 1958, 1970, 1982, 1994, 2006 

People born in the Year of the Dog possess the best traits of human nature. They have a deep sense of loyalty, are honest, and inspire other peoples confidence because they know how to keep secrets. But Dog People are somewhat selfish, terribly stubborn, and eccentric. They care little for wealth, yet somehow always seem to have money. They can be cold emotionally and sometimes distant at parties. They can find fault with many things and are noted for their sharp tongues. Dog people make good leaders. They are compatible with those born in the Years of the Horse, Tiger, and Rabbit.

 

The Year of the Pig

1923, 1935, 1947, 1959, 1971, 1983, 1995, 2007

People born in the Year of the Pig are chivalrous and gallant. Whatever they do, they do with all their strength. For Boar Year people, there is no left or right and there is no retreat. They have tremendous fortitude and great honesty. They don't make many friends but they make them for life, and anyone having a Boar Year friend is fortunate for they are extremely loyal. They don't talk much but have a great thirst for knowledge. They study a great deal and are generally well informed. Boar people are quick tempered, yet they hate arguments and quarreling. They are kind to their loved ones. No matter how bad problems seem to be, Boar people try to work them out, honestly if sometimes impulsively. They are most compatible with Rabbits and Sheep.

 

8:00 Rules & Expectations

Your Limitations are as follows:

* Do not leave the Church

* If the area you are in is not climate controlled you are outside the church.

* No "extra curricular" activities permitted

* For example, no sucking face with anyone

* No sharing a sleeping couch

* No cheating

* If you are looking for a way around a rule, you are probably about to cheat and had best not attempt any deviations until you reach saint hood.

* Snacks and drinks are allowed in the Youth Center and the Gym only.

* If you are in transit between these two locations you may not eat or drink.

* Do not open locked doors

* If you have to do anything to a door that is more than just gently opening it, you are probably attempting to open a locked door.

* Stay out of the rafters

* If you have to climb to get where you want to go and then you feel yourself having to balance on a beam high above the floor, chances are you are in the rafters.

* Sleep only in designated sleeping rooms.

* No hiding and/or food or drink in designated sleeping rooms  

 

Expectations are as follows:

* Participate as you can

* Respect others

* Listen

* Clean up after yourself

* If you would rather sit out or go to sleep, let me know where you are going and what you are doing.

* Have a Blast! 

 

Crowd Breaker Games

Sumo Says

This is a modified game of "do you love your neighbor" or "Fruit basket Upset"

Sumo Says - "Would you rather be" - for example a pig or a rooster? We passed out cards randomly with a Chinese zodiac symbol on it. then gave "it" a master card with all 12. 

We used "Chinese New Year!" for an everyone moves play.

Rat               Ox               Tiger              Rabbit

Dragon          Snake          Horse             Sheep

Monkey         Rooster        Dog                Boar

 

Do You Love Your Neighbor? 

All players sit in a circle except one person who is IT and asks, "Do you love your neighbor?" If they say YES, only their neighbors trade seats and the person that's IT try's to get a seat. If he/she does, then the person left standing is IT. However if they says NO then the person that was chosen then answers with a physical trait of other people in the circle (ex. glasses, shoes, hair color, and style of cloths - " I don't love people with glasses".) and those people move to any seat they can get except for there own.

 

 

Sumo/Geisha If You Love Me

Simply modify the name part to "Sumo/Geisha If You Love Me will you please smile."

Honey If You Love Me 

The group sits in a circle facing inward. One member of the group is 'it.' The objective is for this person to make another smile. He goes around the circle, picks a person, kneels, and asks him/her, 'Honey, if you love me, will you please smile for me?' The person must respond with, 'Honey, I love you, but I just can't smile" -  without smiling. If he/she smiles, that person becomes 'it', replacing the first. If the person( 'it') does not convince a person to smile, he/she must approach another until he/she does. The person ('it') may do any gestures he/she wants to make the person smile (e.g. make funny faces, do a stunt), but cannot touch the other person. This is a

circular game, meaning it does not end. A good length for this game would be 20 minutes, or when most of the group has been 'it.'

 

9:00 Dragon games

Dragon's Tail

Modified Caterpillar Tag 

Choose three or four people to be "It." Whenever an It tags anyone, that person must join "it" by placing his or her hands on "its" waist, forming a line. Now both players try to tag another. When all players have been joined to one of the "it" lines, call out "Caterpillar tag!"; or for our purposes "Dragon's Tail!" and point to one of the lines. That line then becomes the "it" Dragon's Tail. This Dragon's Tail" tries to tag anyone in the other lines. Whenever another line is tagged, those kids must link up with the caterpillar and begin chasing the lines that remain. The game is over when everyone has become a part of the Dragons Tail!

 

Dragon Doodles

The players stand in a line, with each player facing the back of the player in front. The first player draws the first letter of one of the 12 zodiac animals on the back of the person in front. The second player then tries to draw the same letter, by only how they felt it drawn on his/her back, then the 3rd player does the same, and so forth. Start the second letter after the first is half way down the line continue until all the letters are to the front. At the end, you compare the names and who got the most out of 3 correct and the fastest.

 

 

10:00 Melt it all away Lesson

Say: Remember the saying, "Cry uncle" when you've had enough pain? Well, we're all going to cry "uncle" with this activity.

Ask teenagers each to crouch in a tight ball as long as possible until it becomes uncomfortable. Then they can cry "uncle" and return to a relaxed position.

ASK:

* How did you feel trying to wait out the uncomfortable feeling or pain?

* How is that feeling like dealing with real-life pain?

* Do you think pain serves any purpose? If so, what?

* When your body is hurt, what is the process for healing?

* When your heart is hurting, how is it healed?

Say: We felt discomfort or pain in this activity because our legs and arms needed more blood. We feel pain not just in our bodies but also deep within. Sometimes it's not as easy to identify what's wrong. And it's even harder to find a way to ease the pain and heal what's wrong.

ASK:

* What would happen if a person felt no pain?

* Is any of this pain necessary? Explain.

* How might we be comforted?

Say: Without pain we'd never know something was wrong with us until it was too late. For example, feeling a painful singe from a hot fire warns us to move back. But, of course, that fact doesn't make pain any easier to bear when you're the one going through it.

Say: When we experience pain, we may wonder where God is. Let's find out.

Read aloud the following passages: 

Isa 66:13-14 As one whom his mother comforts, so I will comfort you; you shall be comforted &ldots;You shall see, and your heart shall rejoice; your bones shall flourish like the grass; and it shall be known that the hand of the LORD is with his servants,

2Cr 1:3-7 Blessed be the God and Father of our Lord Jesus Christ, the Father of mercies and God of all comfort, who comforts us in all our affliction, so that we may be able to comfort those who are in any affliction, with the comfort with which we ourselves are comforted by God. For as we share abundantly in Christ's sufferings, so through Christ we share abundantly in comfort too. If we are afflicted, it is for your comfort and salvation; and if we are comforted, it is for your comfort, which you experience when you patiently endure the same sufferings that we suffer. Our hope for you is unshaken; for we know that as you share in our sufferings, you will also share in our comfort.

Psa 23:4 Even though I walk through the valley of the shadow of death, I fear no evil; for thou art with me; thy rod and thy staff, they comfort me.

ASK:

* What does God promise us when we are in pain? 

 

CARDS

Give each person an index card and a pencil. Tell teenagers each to complete the following sentences on their card. Don't have them sign their names.

The thing that hurts most in my life right now is . . .

 

I'd like God to heal me with . . .

 

The way this group could help me most is . . .

 

Gather the cards with yours, shuffle them, then read them aloud.

 

ASK:

* We all feel pain; how can you reach out and help ease a person's pain this week?

* In what ways can God use us as he heals people?

 

Say: Let's remember the situations we wrote on the cards and pray for one another this week. Whenever we have the chance, let's go deeper in our conversations with one another-finding out how we're really feeling.

We all have pain and sorrow that causes us doubt and may inhibit us from being fully joyful and intimate with God. But God's love and goodness bring healing. After I give you an ice cube, hold it in your hand tightly and spend a few moments praying about what you need God's healing for. Share your heart with God and allow him to heal and restore you. Let your pain melt away and put your trust in God. 

Give each student an ice cube to hold tightly in his or her hand. After a few minutes, close with a prayer.

PRAY: Lord, thank you for holding us tightly and making our pain and shame melt away, just as this ice melts. Continue to heal us as we grow closer to you. In Jesus' name, amen.

 

Sumo Dance & Free time 

 

11:00 Sumo Wrestling

We got 2 giant gray industrial plastic trash cans and cut a hole out of the bottom just big enough for a head to fit through. Then we took a "pool noodle" and cut it half way through length wise so that we could fit it around the hole in the can where the head went through to pad the neck. Then we found 4 couch cushions (2 for each can) and crammed them inside the cans after a wrestler put the can on. We discovered that a running start at each other is a bad idea! So, start Sumo's back to back and let them bump each other out of a circle.   

 

12:00 Clue-mo Mystery Game 

Life Size Clue

The object of the game is to discover the answer to these three questions:

1st. Who? Which one of the several suspects did it? 

2nd. Where? 

3rd. and with What Weapon? 

The answer lies with the Youth Dude - in his pocket. The pocket contains 3 cards. One card tells who did it- another card reveals the room in which it all happened, and the third card discloses the weapon used.

The players, who, by the process of deduction and good plain common sense, first identifies the 3 solution cards hidden in the youth dude's pocket, wins the game. This is accomplished by players finding rooms and then taking another team into one of their choice and making "suggestions" of what they believe is the room, the person and the weapon for the purpose of gaining information. This information may reveal which cards are in other players' hands and which cards are missing and must, therefore, be hidden in the youth dude's pocket.

We made 10 former youth be our suspect cards and made up non-lethal churchy items for the weapon cards. We kept the same rooms as the game and made the cards all match from the back side. We posted the "rooms" on different rooms through out the church. Teams had to find the rooms.

 

Preparation: 

1.  Divide into teams of no more than four and sticker each team member with the color of their token. All 10 suspects are always in play regardless of the number of players. (We used mailing lables and a color printer.)

 

2.  No actual "Weapons" are needed for suggestions. (We gave each team a weapons sheet)

 

3.  Sort the pack of cards into three groups- Room Cards, Weapon Cards and Suspect Cards. Shuffle each of these three groups separately. Take the top card from each group and place it in the envelope. This should be done carefully so that no player knows any of the three cards (one room, one weapon, and one suspect) placed in the youth dude's pocket.

 

5.  Shuffle together the three piles of remaining cards. Then deal them face down clockwise around to each colored group. It is important that no player shall see any of the cards while they are being shuffled and dealt. (It doesn't matter if some players receive more cards than others.)   Secretly look at your own cards:  Because they're in your hand, they can't be in the youth dudes pocket - which means that none of your cards was involved in the crime.

 

6.  Take a detective's notebook sheet (we custom made ours to match our "players" and "weapons"), so that no one can see what you write, fold it in half.  Check off the cards that are in your hand.

 

7.  Each team assumes a suspect color and stays no further than a few steps from their teammates throughout the game. The team assuming the Brad Standing player, leaves the gym first in search of rooms and other teams. After team Brad has gone for a few seconds, the next team on the list leaves. Each of the other teams follows in turn.

 

Game Play: 

Teams must find the rooms marked and scattered throughout the church while attempting to find other teams that they need to question.

 

When teams meet each other they can pass freely or if one challenges the other they must play one game of Rock, Paper, Scissor. The winner takes the loosing team with them to any room in play to make a suggestion of the team.

 

Suggestions automatically consist of the room the two teams are in, only one of the two suspect teams in the room and any weapon.

 

As soon as your team makes a suggestion, the other team tries to prove it false by showing one of the cards in their team's possession. If the team has more than one of the cards named, they select just one to show you. If that opponent does not have any of the three cards they must tell you and are free to go.

 

Only 2 teams allowed in a room at a time. 

 

Any team leaving a room may not be challenged for 10 seconds.

 

Special Notes about Suggestions 

You may make only one Suggestion after entering a particular Room. You can't hang out in rooms. To make your next Suggestion, you must either enter a different Room or sometime after your next turn, re-enter the Room that you most recently left.

 

By making Suggestions and having them proved True or False players will eventually be able to identify the three cards in the envelope.

 

Although there is no requirement or rule on how players should use the Detective Note Pads it is suggested that the best and easiest way to play the game is to check off items on the Note Pads, as they become known. Some players find it helpful to mark the initials of the team who showed the card.

 

Making an Accusation: 

When you think you've figured out which three cards are in the posesion of the Youth Dude, you must find the Youth Dude to make an Accusation. Over the intercom your team will First say "I accuse (Suspect) of committing the crime in the (Room) with the (Weapon)". Then the youth dude will look at the three cards in the envelope.

 

Winning the game: 

If the Accusation is completely correct you will be announced the winner.

 

If the Accusation is incorrect 

The youth dude will announce you failed. You may no longer wonder the halls freely in the game. You must go to the closest "room" and go freely where other teams take you to make suggestions remaining in the rooms where you were taken. Your team remains as a suspect to contradict suggestions made by other teams only.

 

Sumo Dance & Free time

 

2:30 FOOD

We played traditional Chinese music during the feast.

We had :Rice, Chicken and beef teriyaki, Fortune cookies, egg rolls, Stretchy gold fish from World Market, Fake sushi (Japanese-style Crispy Candy Sushi rolls), Japanese spring rolls and Lo Mein Beef Noodles, TEA - Raspberry & Lemon Iced Tea

We served it all on one large platter in the center of round tabled with the legs folded down so we were on the floor.

 

3:30 Under Ground Church Chinese style

The Game

Players are: Underground Church, Followers, or Guards.

There is one "Church" (a group of three).  The church is given a set amount of time to go and hide.  The Church will become the Guards for the next round.

There are "Guards" (number depends on the size of the "Church").  For a Chinese style twist we gave the guards a pool noodle sword to capture people with. The Guards try to keep the church from growing.  If a Guard tags a follower the Guard and the follower must go to the jail.  The follower must remain in jail until at least three others are caught.  After the third follower is caught and brought to jail the group of followers is free to leave the jail after the count of 50.

The "Followers" try to find the Underground Church without being tagged by the Guards or giving away where the Church is. Once the church reaches 12 the round is over and the UNDERGROUND CHURCH has survived!

 

5:00 Movie

Jackie Chan - Rush Hour, we cleaned the "bad words" before showing this PG-13 movie.

 

7:00 Go Home

 

DECORATIONS:

Kimonos, Paper lanterns, Dragons, Chinese carry-out boxes, Japanese fans, Chopsticks, Red and gold paper plates and napkins, Chinese parasol, Chinese zodiac signs