Missions & Evangelism: Lessons Learned

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This year I had the opportunity to go on two very different missions trips (and my firsts).

I was able to fulfill a lifelong dream by traveling to Japan. But I was not there as a tourist, I went as part of a group of four Americans at the invitation of a Christian church in Ishikawa Prefecture. Rendezvousing with two Japanese translators and meeting the pastor and his wife, we served as ambassadors of Christ in a number of ways.

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We canvassed the surrounding neighborhoods with fliers and invited people to some of the upcoming special events the church was hosting. We had daily prayer and focused teachings on prayer and discipleship. We facilitated two screenings of the Jesus film in Japanese. We participated in a Mama & Kids party and were able to engage in Q&A with members of the community. And I had an opportunity to share powerful testimony during the Sunday service about how God has drawn my heart to Japan time and time again and the care I know he has for the Japanese people.

Second, I was able to attend Dragon Con in downtown Atlanta with a group of missionaries through Gamechurch, a nonprofit ministry that attends various gaming conventions across the U.S. and a couple in Europe. For four straight days, we worked a booth in the vendor hall, handing out free swag (lanyards, stickers, pins), gamer Bibles (the gospel of John with some commentary), and told people the simple but profound message of “Jesus loves you.”

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From both of these experiences, here are some of my observations and conclusions:

Speak the Language, Understand the Culture

If you aspire to any missionary or evangelistic activity, you should speak the language and understand the culture. I spent several months prior to my Japan trip not only practicing speaking and reading Japanese via Pimsleur audio CDs, iPad apps, and watching Japanese TV shows on Netflix, but also by reading as many books as I could get my hands on to understand the history, philosophy, aesthetics, and etiquette of Japan. I barely made a dent in the potential pool of linguistic and cultural knowledge, but what I did learn served me immensely in Japan and opened doors.

Likewise with Dragon Con, I understand the culture and speak the language of gaming and various aspects of geeky pop culture. Every Gamechurch missionary is a Jesus-loving gamer! If I was not, I would have had zero credibility (more on that later). Both Japan and video-games are two of my seven core interests, so these trips were natural fits.

Evangelism is Fun

Growing up, I dreaded the idea of traditional evangelism outreach. Accosting strangers in the park or, worse, going door to door, was a thought that raised my anxiety and triggered an avoidance response. I came to identify more with the prophetic type of work, of speaking to and nurturing the people of God, rather than the evangelistic work of reaching out to people who are not yet believers.

Although I am deeply idealistic, I am also extremely pragmatic. I view walking up to strangers at the park or knocking on doors to share the gospel as an ineffective and outdated method, with little hope of making any converts. But more than that, I view such behavior as a violation of the Law of Christ, or specifically of the second greatest commandment. Jesus commanded us to love our neighbor as ourselves. In the phrasing of the golden rule: do unto others as you would have them do to you. Would I want Mormons or Jehovah’s Witnesses knocking on my door or interrupting time with my family at the park? Absolutely not! So why would I do that same behavior to others?

But during my two missions trips, I learned that evangelistic outreach can be very enjoyable and rewarding, even addictive! To do it right, you need to be meeting some sort of need or have some sort of unique angle or gimmick. As the old saying goes, nobody cares how much you know until they know how much you care.

My church has had good experiences hosting immigration help seminars, international food festivals, and giving out balloons at a local international festival. In Japan, special events were being advertised or community activities offered. With Gamechurch, we were handing out free stuff! At my most recent job, I would be able to weave apologetics into my weekly ethics lectures in response to questions from atheistic members of the audience. In David Platt’s Radical, he describes setting up a table in New Orleans and offering to read people’s future for free (using scripture).

What Would Jesus Do?

Outside of Dragon Con, a group of angry street preachers / protesters set up on the corner with large signs and loud bullhorns. Their signs pointed out that God hates the sin of the Dragon Con attendees, and that such people as “idolators, porno-freaks, dope heads,” and others are doomed to the fires of hell for eternity. These protesters generated a lot of anti-Christian sentiment inside and outside the convention with their methods. I have seen their like elsewhere before, such as at the BelleChere festival in Asheville, NC.

First, I wonder what their actual goal is. What are they trying to accomplish? I’m genuinely curious. Second, I wonder if they think they can achieve that goal with this particular method. From everything that I saw, they were making Christians look bad and driving people far away from Jesus. Instead of their conversation being “full of grace, seasoned with salt” (Colossians 4:6), it was nothing but spades of salt.

Thankfully, the extreme negativity of the street “preachers” outside put what we were doing in a much better light inside. We had people say things like, “I’m an atheist, but thank you so much for doing what you’re doing this way, instead of like those guys!” I was happy to be able to say “Jesus loves you” and give out free pins to many, many people, including a self-described Satanist and another guy literally cosplaying as Satan.

As I think through the four gospels, the only people that Jesus was verbally harsh and confrontational with were the self-righteous religious hypocrites. Otherwise, Jesus was dining with sinners (Matthew 9:11) and letting immoral women touch him (Luke 7:39).

Generosity is Good

In a little over one year, I’ve been able to raise $3,500 for missions trips and other charitable endeavors. That is also a first for me. For the past few years I’ve been focused on trying to provide for my family and have had little margin for generosity. That lack of generosity has been gnawing on me. But apparently, I’m better at raising money for missions trips and evangelism than I am at selling books!

With that in mind… stay tuned for an exciting announcement…

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Koi-Koi

Note: I tend to get obsessed with things. Currently, it is Japanese Hanafuda (Flower Cards) and the related game of Koi-Koi. The plus side of obsessing is that I do a deep-dive into whatever the current object of obsession is so that you don’t have to! There is widespread discrepancy in printed material and on websites about the exact rules and scoring methods of Koi-Koi, and I have here endeavored to bring together the most common and authoritative information I could find in my 13+ hours of research thus far. This is always open to future editing and improvement, but I think this is a comprehensive conglomeration of information on playing Koi-Koi!

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KOI-KOI

OVERVIEW

Koi-Koi is a competitive, trick-taking Japanese card game using a traditional 48-card Hanafuda deck. Variants of this game are played in Korea (Go-Stop) and Hawaii (Sakura or Higo-Bana). It is originally meant for 2 players.

BACKGROUND

48-card Hombre decks were introduced to Japan by the Portuguese in the 1500s. During the isolationist Edo period, foreign playing cards were banned, ultimately paving the way for the indigenous Hanafuda to be developed. The Nintendo company was founded in 1889 for the purpose of producing and selling hand-crafted Hanafuda decks.

HANAFUDA

Hanafuda literally means “flower cards.” In the deck there are twelve suits representing the twelve months. Each is designated by a Japanese flower, and each suit has four cards. 12 suits x 4 cards = 48 cards.

January           – Matsu (, pine)

February         – Ume (, plum blossom)

March              – Sakura (, cherry blossom)

April                 – Fuji (, wisteria)

May                 – Ayame (菖蒲, iris)

June                – Botan (牡丹, peony)

July                  – Hagi (, bush clover)

August             – Susuki (, Susuki grass)

September      – Kiku (, chrysanthemum)

October           – Momiji (紅葉, maple)

November       – Yanagi (, willow)

December       – Kiri (, paulownia)

Each suit contains a combination of regular cards and special cards, which vary from suit to suit. Special cards are assigned different point values. However, in Koi-Koi those point values are only used for reference, not scoring. The four types of cards found in the deck are:

Brights (20 points) – referred to as “Lights” in some rule-sets

Animals (10 points) – referring to these as “Tens” may reduce confusion

Ribbons (5 points) – referred to as “Scrolls” in some rule-sets

Dregs (1 point) – also known as plains / chaff / normals / junk / trash / flowers

*Dregs appears to be the most accurate choice, as kasu describes the dregs remaining after sake production

There are also two cards that have special properties:

Bake-Fuda – Wild Card – The Sake Cup can act as either a 10-point card or a 1-point card

Optional Variant – Gaji – The 1-point Lightning card from November can be used to capture any other card

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OBJECT OF THE GAME

The goal of Koi-Koi is to earn points by making sets, or “yaku,” as fast as you can and ending the round before your opponent. A full game session is 12 rounds or “months,” and the player with the most points after 12 rounds is the winner. Each round is winner-take-all and can involve score multipliers. For a shorter game, 6 rounds can be played.

CHOOSING THE DEALER

An initial dealer, the “oya” or “parent,” is decided at the start of play. Each player will draw a card from the deck. Whoever draws a card representing an earlier calendrical month is the dealer. If both players draw the same month, the value of the card will determine the dealer (e.g., Brights trump Ribbons). If both players draw cards of the same month and same value, they will continue to draw until the oya is decided.

Being the dealer has certain advantages, including going first and breaking ties, and the winner of each round will be the oya at the start of the next round.

SETTING UP THE GAME

The dealer will shuffle the Hanafuda deck and the opponent will cut the deck. The dealer will deal a total of eight cards face-down into the opponent’s hand, eight cards face-down into their own hand, and eight cards face-up in the center of the playing area, known as the “field.” Nintendo’s rule-set recommends dealing two cards to the player, two cards to the field, then two cards to the dealer, repeating this process until the dealing is complete.

The rest of the deck is set to the side, face-down, as a draw pile. Be sure to leave some space in the play area because additional cards may be added to the field.

CHECKING THE FIELD

The first action after the deal is to scan the field to make sure the round is valid. If there are all four cards of a single month / suit showing on the field, the round is void and must be re-dealt. Likewise, if there are four pairs of cards from the same months / suits on the field (e.g., two January, two March, two May, and two September), the round is void and must be re-dealt. 

Second, if there are three out of four cards from a single month showing on the field, they must be combined into one stack and left on the field; if a player later makes a match, they capture the whole stack.

CHECKING THE HANDS

There are two conditions that result in instant scoring and end the current round. Each player must check their hands at the start of play. Note that these conditions are identical to what voids a round if found in the field after the cards are dealt.

Teshi (手四) – Hand of Four – Being dealt four cards of the same suit – automatic 6 points

Kuttsuki (くっつき) – Sticky – Being dealt four pairs of cards with matching suits – automatic 6 points

If both players draw either of these instant-win conditions, the dealer breaks the tie and the opponent gets nothing. Points are scored, the round ends, and cards are re-dealt.

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PLAYING THE GAME

Step One – Hand Matching

The dealer or “oya” goes first. They will take one card from their hand and place it face-up in the field. If that card matches another card from the same suit, the player will place their card on top of the other card, matching it. If the card does not match any card on the field, the card will remain on the field.

Step Two – Deck Matching

The player then draws the top card from the deck / draw pile and places it face-up in the field. Again, if the card matches another card from the same suit, the player will place the card on top of the other card, matching it. If the card does not match any card on the field, the card will remain in the field.

Step Three – Capturing

If there have been any matches made during steps one and two, the player will capture those matches, taking them from the field and placing them face-up to the side of the play area or in front of their hand, depending on house preference. If there have been no matches made, the two cards remain in the field.

Step Four – Checking for Matching Sets (Yaku)

At this point, the player checks to see if they have acquired a matching set, called a “yaku.” Each yaku has an assigned point value, described in the list below. If there are no matching sets, the player’s turn is ended and the opponent starts over with Step One. If there is a matching set, play moves to Step Five.

Step Five – Calling “Koi-Koi” or “Shōbu

If the player has acquired a yaku, they have the option to either call “Shōbu” (勝負) meaning “Game” to instantly score the points and end the current round, or call “Koi-Koi” (こいこい) which basically means “Come on!” in Japanese. If Koi-Koi is called, play continues, and the opponent starts with Step One.

You want to call Koi-Koi if you believe that you can obtain a better yaku, an additional yaku, or add to the value of a current yaku before your opponent makes a match and calls Game. It is a risk-reward scenario, because if you call Koi-Koi, your opponent will score double the points if they make a match and call Game before you increase your possible points. You will not be able to call Game after calling Koi-Koi until you increase your total possible points.

Likewise, if an opponent is daring and calls Koi-Koi after you have already called Koi-Koi, you will have the opportunity to win double the points if you manage to call Game before your opponent.

SCORING

When one player calls Game, the round ends and that player who called Game gets the points for whatever matching sets or yaku they have in their possession. The other player scores nothing, no matter how many points they accumulated during the round.

If both players run out of cards in their hands, the round ends and scoring begins; the player with the highest points will score and the other player gets nothing. In this case, if there is a tie the oya breaks the tie and scores the points.

If neither player has at least one yaku at the end of play, then “Oya-Gachi,” “Oya-Ken,” or Dealer’s Privilege is in effect. In this case, the dealer scores 6 points.

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YAKU SCORING CHART

Yaku Made With 20-Point Cards

Gokō (五光) – Five Brights – 10 points

Shikō (四光) – “Dry” Four Brights – 8 points

Ame-Shikō (雨四光) – Rainy Four Brights – 7 points

Sankō (三光) – “Dry” Three Brights – 6 points

Yaku Made With 10-Point Cards

Ino-shika-chō (猪鹿蝶) – Boar, Deer, Butterfly – 5 points
     1 additional point awarded for each extra ‘Animal’ card

Tane (タネ) – Seeds (Five Animals) – 1 point
     1 additional point awarded for each extra ‘Animal’ card

Yaku Made With 5-Point Cards

Akatan, Aotan no Chōfuku (赤短・青短の重複) – 3 Poetry Ribbons + 3 Blue Ribbons – 10 points
     1 additional point awarded for each extra ‘Ribbon’ card

Akatan (赤短) – 3 Poetry Ribbons – 5 points
     1 additional point awarded for each extra ‘Ribbon’ card

Aotan (青短) – 3 Blue Ribbons – 5 points
     1 additional point awarded for each extra ‘Ribbon’ card

Tanzaku (短冊) – 5 Ribbons – 1 point
     1 additional point awarded for each extra ‘Ribbon’ card

Yaku Made With 1-Point Cards

Kasu (カス) – 10 normal / junk / dregs / chaff / plain / flower cards – 1 point
     1 additional point awarded for each extra ‘Dregs’ card

The “Viewing” Yaku – (optional)

Tsukimi-zake (月見酒) – Moon Viewing (Moon + Sake Cup) – 5 points

Hanami-zake (花見酒) – Blossom Viewing (Sakura Curtain + Sake Cup) – 5 points

Optional Variant – Viewing Blossoms in the Moonlight (All 3 Viewing Cards) – 10 points

Optional Variant – Viewing Yaku can only be scored in addition to another yaku

Optional Variant – Viewing Yaku score 0 if you have the Rain Man or Lightning Card (i.e., the viewing party is ruined)

Corresponding Month Yaku – (uncommon optional variant)

Tsuki-Fuda – Obtaining all four cards of the suit corresponding to the current month of play for a full 12-round game session – 4 points

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SCORE MULTIPLIERS

If a player accumulates 7 or more points, they will score double the points. This is one incentive for calling Koi-Koi and risking it to try and earn at least 7 points.

If a player called Koi-Koi during the round, the opposing player will score double the number of points if they win the round.

These two multipliers are cumulative, meaning you can potentially quadruple your points in a round. For example, if you have 7 points and your opponent had called “Koi-Koi” before you called “Game” or play ended by both players running out of cards in their hands, you will earn 28 points!

WINNING THE GAME

At the end of 12 rounds or “months” (6 rounds for a short game), the player with the highest total score wins.

Support my Mission Trip to Japan!

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I am seeking to raise support for a short-term mission trip to Japan at the end of July of this year. Although I have a deep love for Japan and it has been a lifelong dream to visit, this is not a vacation or sightseeing excursion, but rather a working trip to support and encourage a young, growing Christian church. In connection with Carolina Lighthouse Ministries and Discipleship International church, I will travel with a small team to the Ishikawa Prefecture, on the Sea of Japan side of the main island of Honshu. We will be sleeping on the floor of the church at night and rolling up our sleeves during the day!

Japan has been historically resistant to Christianity, with periods of violent persecution of both foreign and domestic believers. Even today, Shintoism and Buddhism dominate the spiritual landscape. Current estimates are that only 1% to 1.5% of the country’s population is Christian. Compare this to Syria, which is 10% Christian! The good news is that God loves the Japanese people. I am praying for an awakening!

The $2,000 I am seeking to raise will go toward roundtrip airfare and passport fees, with whatever is left going toward basic day-to-day expenses. I am spending the next six months immersing myself in the Japanese language and prayerfully considering what message God might have for me to share to encourage my Japanese brothers and sisters. Thank you for your support!

“And whoever in the name of a disciple gives to one of these little ones even a cup of cold water to drink, truly I say to you, he shall not lose his reward.” – Matthew 10:42

gofundme.com/c4xsb-mission-trip-to-japan

Divine Wind & Plum Wine

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A couple months ago I walked into a Starbucks and saw a guy studying from a premium Bible at one of the tables. “Is that a Cambridge Clarion?” I blurted to the stranger excitedly. He confirmed that it was. “Nice!” Later, as I saw him hard at work, we began a brief dialogue and I asked him if he was in seminary or perhaps writing a sermon. He told me that he was actually preparing to move to Japan that upcoming Thursday to be a missionary – indefinitely. Wow. Here was a young man setting off on a divine adventure, leaving relationships, home, and native language – doing something courageous that I have only dreamt about doing but cannot due to family, vocational, and financial reasons.

According to the CIA World Factbook, Japan is 1.5% Christian. That is not a typo. I love the people, the language, the cultural aesthetics, the history, and the food of Japan, but it is one of the spiritually darkest countries on Earth. Despite the many ways that Japan has thrived and prospered, I detect a pattern of fatalism and ennui when examining their pop culture art, which I believe reflects the spiritual undercurrent of the nation.

One recurring theme in Japanese pop culture art is uncontrollable, world-consuming destruction. Perhaps this is a remnant in the cultural consciousness of the bombing of Hiroshima and Nagasaki. Godzilla is an obvious symbol. Others include the enveloping headless forest god of Princess Mononoke, the rampaging No-Face spirit in Spirited Away, and the Tokyo and Neo-Tokyo obliterating destructive force of the titular Akira. Another theme is boredom or feelings of emptiness as motivation to engage in violent or extreme actions. Both student Light Yagami and the Shinigami Ryuk cite boredom as contributing to actions that eventually result in mass killing in the manga series Death Note. Not one but two murderous antagonists in the videogame Persona 4 cite boredom / emptiness as reasons for their diabolical actions. Even satirical manga superhero One-Punch Man struggles with the drudgery of lacking meaningful challenge. No wonder. English writer and psychiatrist Theodore Dalrymple states that people who are bored, alienated, or not spiritually anchored may find that “danger absolves one of the need to deal with a hundred small problems or to make a thousand little choices – danger simplifies existence.”

In March of 2011, I awoke in the middle of the night. I was trembling, shaking uncontrollably, much to the alarm of my wife. I thought my body was cold, so I tried to bundle up with extra clothing and get back in bed. It didn’t work. I wasn’t cold, my body was just trembling. I had no idea what was happening to me and I begged for God’s help. After quite a while I was able to stop shaking and fall asleep. In the morning, I read that there had been a devastating earthquake in Japan, followed by a tsunami. It happened at the exact same time that I woke up, half way across the world. As the ground in Japan was shaking, so was I.

Interpret that however you wish, but when I shared this mysterious occurrence with a Japanese friend of mine, she later told me how encouraged she felt upon hearing it. To her, it meant that God still cared about Japan and the Japanese people, and perhaps he had good plans for that Land of the Rising Sun.