The Grounds and Governors

The Governors

 The list of Governors is;

Judgment;
Measure;
Fly in;
Fly Out;
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.......The grounds or Principles of true fight with all manner of weapons. 

16 First judgement, lyings, distance, direction, pace, space, place, time, indirection,

 motion, action, general and continual motion, progression, regression, traversing,

 and treading of  ground, blows, thrusts, falses, doubles, slips, wards, breaking of

 thrusts, closings, grips, &  wrestlings, guardant fight, open fight, variable fight, and

close fight, and four governors....

(G.Silver Paradoxes of Defense pg 46, S.Hick modernization.)


......The 4 governors are those that follow

The first governor is judgment which is to know when your adversary can reach 

you, and  when not, and when you can do the like to him, and to know by the 

goodness or badness of his lying, what he can do, and when and how he can 

perform it.


The second governor is measure. Measure is the better to know how to make your 

space true to defend yourself, or to offend your enemy.

The third and forth governors are a twofold mind when you press in on your

 enemy, for as you have a mind to go forward, so must you have at that instant a 

mind to fly backward upon any action that shall be offered or done by your 

adversary.......

(G.Silver Brief Instructions pg 9, S.Hick modernization.)

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Focusing in on the Governors, which is the latter of the two groups of principles,

 it shares much with the former.

The Governors are the principles every fencer should have in their head and 

attended to,  in any moment of a duel or fight. Everything else we discuss in this 

essay or just in fencing  in general is based of these basics.


The list of Governors is;

Judgment; Where you can be hit, hit someone else, the terrain, arena and what 

actions you or the opponent can do.

Measure; The distance between you and your opponent, the readiness, and the 

lying/action to defend against an attack.

Fly in; Get into distance to strike, whether in time of the hand, body or foot.

Fly Out; Get out of distance to guard in time and avoid a strike.


Regardless of weapon, following these principles would prepare you for any

 fight or scenario, regardless of advantage or disadvantage. It doesn't promise 

100% safety, but it would give you the best chance.


Silver speaks much of the first two Governors in his treatises, and doesn't lack

 any words for the latter either, however I feel Ledall infers the latter the best 

in his work. Ledall in majority of his chases or encounters has you attack and

 then immediate void out with the same leg, usually with a clearing strike 

accompanied.


The First Point of the Counter:
 ......A Proffer at his face standing still, then set in the right leg 
with a Rake and a Quarter. Voiding back the same leg with another Quarter
then void back your left leg and stand at your stop........
(Ledall Roll 1st Chase, Stevie Thurston Modernization)

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Silver speaks of much fencing advice which thus leans heavily on the Grounds

 and Governors.


..........Cap. 2 1. First when you come into the field to encounter with your enemy, 

observe well the scope, evenness and unevenness of your ground, put yourself 

in readiness with your weapon, before your enemy comes within distance, set 

the sun in his face traverse if possible you can, still remembering your 

governors. 

2. Let all your lying be such as shall best like yourself, ever considering out what 

fight your enemy charges you, but be sure to keep your distance, so that neither 

head, arms, hands, body, nor legs be within his reach, but that he must first of 

necessity put in his foot or feet, at which time you have the choice of 3 actions 

by which you may endanger him & go free yourself.

The first is to strike or thrust at him, the instant when he has gained you the

 place by his coming in. The second is to ward, & after to strike him or thrust 

from it, remembering your governors. The third is to slip a little back & to strike 

or thrust after him........

(G.Silver Brief Instructions pg 9, S.Hick modernization.)


Considering the above quote, this covers all of the Governors.

Judgement covers the arena, and surroundings,

Measure covers your lying and guard depending on what your opponent is likely

to do, as well as preparedness to back-step.

Fly in, Fly out covers any forward or backwards action, whether attack or void.

 You win the battles in the weeks, days, and moments before. Rarely do you 

win in the moment. Putting yourself in the Place, stepping into a lying/guard

that is prepared for an enemy, structured footing and alert attention, your 

distance far enough they have to step to attack, and prepared to Fly Out 

with a step if needed. 

This is the result of the Grounds and Governors.

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                                                             Sources:

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