




Omahji LLC
How a season works, start to finish
Local Mahjong ladder leagues for players who want to compete, connect, and play in person.
Everything a player needs for one season, in the order it comes up: the words we use, how a season is shaped, how to propose a match and take a seat, what happens at the table, how scores are submitted and confirmed, how the three boards are built, and what the policies are.
Write to mark@omahji.com. A handbook that disagrees with the app is a bug in the handbook.
Local Mahjong ladder leagues for players who want to compete, connect, and play in person.
Not a tournament, not a class, and not an app that plays Mahjong. Circuit runs the league around the game you already play.
Six words carry most of the weight in this handbook. They are used precisely, and the same way every time.
A ladder season runs 9 weeks, and there are 4 of them a year — one per quarter, following the calendar: fall, winter, spring, summer.
Seasons are platform-wide. A season starts and ends on the same dates in every chapter, so a score from one table is comparable with a score from another. A chapter decides whether to run the season that is running — not when it happens.
There is no weekly commitment and no mandatory attendance. A week you do not play is a week your total does not grow while other people’s do — that is the whole of the consequence, and it recovers.
You join one chapter for the season. That chapter is your home, and it is where your standings live.
The chapter you enter is your home until the season ends. That is deliberate: a board you could switch into halfway through would not mean anything to the people already on it.
You can sit at a match in another chapter, and it counts — but it counts at home. Wherever the table is, the score reports to your home board.
A chapter runs a season only if enough players have joined it. Your Partner sets that bar for your chapter and will tell you where their chapter stands.
Anyone in the chapter can propose a match. You pick the day, the place and the match type, and three seats open for the rest of the chapter to take.
The proposer submits the scores at the end of the match, one game at a time — see sheet 14. The proposer can also cancel the match, which calls it off for everyone rather than reopening a seat.
Every match posted in your chapter shows its date, its place, its match type, and how many of its 4 seats are still open. Take one and you are playing.
Release the seat as early as you can and it reopens for someone else. Releasing a seat does not call the match off — the other three keep their evening. “When plans change” covers the timing and what happens if a seat reopens too late to fill.
Every match is proposed as one of three types. They ask different things of the table — and they are worth exactly the same on both boards.
A relaxed table where talking is welcome. Good for players of all levels — the focus is showing up, learning, and enjoying the game.
A steadier table where the conversation is mostly the hand in front of you. For players who like to think out loud and pick the game up from each other.
Play moves. Conversation saves for the breaks between games, and everyone at the table came to get four games in without lingering.
4 players. 4 games. Each player deals exactly once. One sitting.
A set and a card between the four of you, and whatever your venue does not already supply. Sort it out when the match is proposed rather than at the door.
The app replaces the paper scorecard. It does not replace the person counting the hand.
Enter each game as it ends — nothing to remember, no scorecard to lose.
Count your hand, enter the number. Running totals and Circuit bonuses are handled for you.
Nothing posts to the leaderboard until everyone confirms the same numbers.
League play on the NMJL card, with a few Circuit bonuses on top. Every table, every city, identical.
Three adjustments on top of the hand you counted. You add them at the table and type the total — the app does not apply them for you.
They are settings on the season, not rules of the league — which means your Partner and the platform can tune them between seasons, and the values above are this season’s. The app shows you the current ones; this page tells you they exist.
The proposer enters each game as it ends — 4 numbers, 4 times. Nothing to remember at the end of the evening and no scorecard to lose.
As a game finishes, each player counts their own hand, adds any Circuit bonus that applied, and gives the proposer the number. The proposer enters the four numbers and moves on. The next game starts with the previous one already recorded.
When the last game is in, the match shows as a single card — every game, every player, with the columns already added up. That is the moment to check it: the card is what the other three confirm.
A game with no winner is entered like any other. The wall value goes to all four of you — “Circuit bonuses” has this season’s figure.
A submitted card is not a result yet. Nothing reaches a leaderboard until the table agrees it is right.
When the proposer submits the match, the other players see the completed card — every game, every number — and confirm it. Once the table has agreed, the match publishes and both boards move.
Say so before you confirm. A card that has not been agreed can be corrected and put back to the table, and everyone confirms the corrected version. This is a five-second conversation at the table and a much longer one a week later.
Your Partner can settle it. A Partner can correct a match in their chapter even after it has published — and when they do, the correction stands on its own: it is not sent back round for the four of you to confirm again. It is recorded as the Partner’s change, and it is the one thing in Circuit that can move a published standing without the table’s say-so.
Every chapter runs 3 leaderboards a season, side by side — playing the most, playing the most consistently, and having one great night are three different achievements.
Your top two matches each week, added up all season.
Rewards showing up and scoring big.
Your average score across every match — no drops, no do-overs.
A minimum number of matches qualifies you.
Your single highest match of the season.
One great night is all it takes.
All of them, always. Every match you play is recorded and feeds all three — there is nothing to opt into and no choice to make at the table.
A board lists the players whose home the chapter is — not the matches that happened there. If you sit at a table in another chapter, that score comes home with you.
Three different things can happen to a match that does not go ahead, and they are not the same thing.
You took a seat and cannot make it. Release it and it reopens — the match is still on, and someone else can take your place. Do it as early as you can: a seat that reopens the night before is a seat that probably will not fill.
The proposer is not releasing a seat; they are calling the whole match off. Everyone who had taken a seat is notified and the match is gone from the board. If you simply cannot play but the evening could go ahead without you, hand the match on rather than calling it off.
A proposed match that never fills its seats is not cancelled — nobody called it off. It expires, quietly, and disappears from the board. That distinction matters to us: a chapter where matches expire has a different problem from one where they get called off.
A match needs 4 players. If it is three, there is no match to score.
The proposer marks the match as unplayed and it leaves the scoring path entirely. It counts for nobody — not for the three who turned up, and not against them. Nothing reaches either board.
Your name as you chose to show it, your skill level, and your standings. Nothing else — not your contact details, not your address, not the matches you turned down.
You join a chapter for a season. Membership is per chapter and per season — it does not roll over by itself, and it does not follow you if you move.
Every player signs a waiver before playing, in every chapter, every season. You are asked for it when you join a chapter — not when you create an account, because a waiver belongs to the season you are joining and there is no season chosen yet at signup.
Your Partner runs your chapter and handles what happens in it. Anything that cannot be resolved inside a chapter comes to Omahji at mark@omahji.com.
No. A season runs nine weeks, and there's no weekly commitment and no mandatory attendance — you play the weeks that work and skip the ones that don't. Your Circuit Score counts your best two matches each week, so a heavy week doesn't run away with the season and a quiet one doesn't sink it.
Beginner through advanced. You pick your own skill level when you register, and it's a hint for people filling a table rather than a bracket — it doesn't restrict which matches you can join, and you can change it at any time.
No, and that is deliberate. You score off the card at the table exactly as you do now; the app is the scorecard, not the referee. It holds no rules, picks no winner, and never assigns a value to a hand — it takes the four numbers from each game and adds up the columns.
Whoever proposed the match enters each game as it finishes — four numbers, four times. When the match is done, the other three see the completed card and confirm it. Nothing reaches the leaderboard until all four have signed off on the same numbers, and if anything is corrected afterwards, everyone confirms again.
Because playing the most, playing the most consistently, and having one great night are three different achievements. Circuit Score adds your best two matches each week across the season. Rhythm averages every match you play, with a minimum number of matches to qualify. Peak is your single highest match — one night is all it takes.
Release the seat and it reopens for someone else. If you were the one who proposed the match, cancelling calls off the whole match rather than leaving three people with an empty chair. A match needs all four seats filled to be played and scored — there is no three-player version.
Questions, corrections, or something this handbook gets wrong: mark@omahji.com.
The Omahji Circuit Handbook · v2026.1 · Effective 22 August 2026. Published by Omahji LLC. This handbook is updated as rules are settled — the version and date above tell you which edition you are reading.