FAQ Page

Who can become a member of SEGA?
Membership shall consist of Texas state employees, and/or their spouses, children, parents, full or part-time, active or retired.
What are the membership dues?
Membership dues are $24/yr, collected each year at the tournament in August which is the annual meeting of SEGA and BBQ; payment is due on or before the September tournament. Dues are good from September through August. The $24 yearly dues are used to cover the BBQ in August with the remaining balance going towards the SEGA funds: Capital, Refreshment, & General Operating.
What are the SEGA funds used for?
Capital Fund: includes course deposits, Championship payouts & trophies, prizes for the August tournament, hole-in-one pot ($500 for a hole-in-one during a SEGA tournament!) and other tournament-related expenses. Refreshment Fund: includes refreshments for Championship tournament in May and annual meeting/BBQ tournament in August. General Operating Fund: includes website, p.o. box, mailing supplies, and general supplies
When are tee boxes assigned/tee times posted?
Each tournament director aims to assign tee boxes/tee times at least 2 days prior to the tournament date. The tee boxes/tee times are posted on the tournament schedule web page.
Why are some tournaments shot-gun and other tee-time?
When negotiating contracts with local courses, shot-gun starts are requested. There may be times we have tee-times instead which could be due to number of players, day of the week/time of the year, or cost.
What does the $15 SEGA entry fee at each tournament cover?
Of the $15, $12 goes towards the flight payout, $3 goes towards the closest-to-the-pin payout.
I noticed some tournaments offer optional participation in gross and/or net skins. What are those?
At some SEGA tournaments, usually the formats that include individual net scores, skins may be available for $5 each. A ‘gross’ skin is calculated based on your gross score and a ‘net’ skin based on your net score. Of the players who paid to play the skins, whoever has the lowest gross or net score on a hole is given the ‘skin’. When players tie on a given hole, the skin is carried over (thus making the payout of a skin larger overall if it is not paid out on all 18 holes). For example, there may be a skin won on only 5 of the 18 holes. With 30 members paying $5 for the skin, the payout is calculated at 30 x $5 = $150/ 5 holes = $30. The five winners each receive $30. A low or high handicapper can win either a gross or net skin. However, based on previous tournament data, if deciding which skin to play, low handicappers have a better chance of winning a gross skin whereas high handicappers seem to have a better chance at winning a net skin. But both low and high handicappers continue to win both gross and net skins!
Are the tournament results posted afterwards?
Results are posted as soon as possible following a tournament. You can view them at the tournament schedule web page by clicking on results.
How are handicap indexes adjusted?
Handicap Indexes for paid members are posted on the SEGA website. SEGA takes an average of the best 3 handicap differentials of the last 5 SEGA tournament rounds where an individual net score is obtained then multiplies the result by 96%. The digits after the tenths are dropped. The result is a handicap index. Check the ‘How SEGA Handicaps’ link for additional information.
What is Match Play?
SEGA hosts the George Turner Cup Match Play from March-August each year. Participation is optional and cost $5/SEGA player. Players are to pay green fee and cart fee at each course scheduled. A pairing sheet is posted on the website and players set-up their matches on their own (to be played within the specified month). The final two matches are played in August (course fee/cart paid by SEGA). The overall winner receives a one-year complementary membership to SEGA. Additional information is posted on the website.
How can we increase speed of play?
  • Play ready golf – each player plays their ball when the player is ‘ready’ for their next shot rather than wait for the player who is further away to play first.
  • Be on the tee box with your club, golf ball/tee and ready to hit. Watch each other’s ball off the tee; this will help on courses where the grass is long.
  • Think ahead. On your way to your ball, look for distance markers so by the time you get to your ball, you’ll have your club selection.
  • If you’re sharing a cart, drop the first player off at their ball, drive on ahead to the second ball. The first player should walk over to the cart as the second player is playing their shot.
  • When using a cart on a cart-path-only day, be sure to take a couple of clubs with you when you walk from the cart to the ball. This way, you won’t have to return to the cart if you discover you didn’t bring the appropriate club.
  • Never hold up play because you’re in the middle of a conversation. Put the conversation on hold, take your stroke, then continue the conversation.
  • Leave your bag or golf cart to the side of the green, and in the direction of the next tee, never in front of the green.
    Read the green while others are putting but be ready when it’s your turn to putt. If you’ve left a putt short, consider putting out instead of marking.
  • Get off the green when all putts have been holed. Do not ‘try the putt again’ or stop to chat while putting your club in the bag. If the group behind you is waiting on you to leave the green, take your club into the golf cart and do everything you need to do at the next tee box.
  • Mark the scores on the scorecards at the tee box (not while at the green)

In the last year we have worked with the golf course marshalls to keep play moving. Course marshalls can give one verbal warning and then the second time around ask your group to pick-up and proceed to the next hole. They will also let us know the names of the players in the group. When we receive feedback about specific members who play slow, we will address this with them. If you are in a group with slow players, we rely on you to keep play moving. Your group should keep up with the group ahead of you.

What do you consider is most important in course etiquette?
Taking the right equipment to the course involves both rules and etiquette. The rules place a limit of 14 clubs in each golfer’s bag.
Many golf courses have dress codes. Find out what the dress code is at the course you’re playing and dress appropriately.
When you’re on the greens or the teeing ground think library. (Quiet!) Don’t talk when another golfer is preparing to hit. Keep your voice down during play, since fairways are often close to each other. And absolutely no cell phones or beepers!
Once a player has teed the ball and is preparing to address it to take his/her shot, you should avoid moving your cart, handling your clubs, etc.
When a player hits his/her tee shot, your task is to help watch the ball flight until it lands and stops moving.
Always repair your ballmarks (also called pitch marks) on the green. Ballmarks are indentations sometimes made in the putting green when a ball thumps to the surface.
Always repair your divots in the fairway. Divots are the scrapes or chunks of turf sliced off (or dug up) by iron shots. Repairing a divot might mean picking up the sod that you’ve chopped up and placing it back in the resulting scrape; or it could mean pouring sand or seed into the spot of the divot. If sand or seed are provided by the course (usually in a container that rides on the golf cart), that’s what they want you to do.
Always rake sand bunkers after you’ve hit your shot to smooth out the sand so that ensuing golfers don’t have to play out of your footprints. (And by the way, another basic rule to know is that, when in a bunker, you are not allowed to ground the club; that is, your club must not touch the sand except in the process of making the stroke.)
Remove and replace the Flagstick carefully so not to damage the edge of the cup.