1) Friendly game - Teach your horse that you are not going to eat him. Get
him used to all manner of things happening all over and around his
body. This includes being touched by you and by the equipment, having
objects and activities of various sorts all around, and so forth. Keep
it friendly always--you don't want these events and objects to have
negative associations to your horse, or they'll just wind up being scary
instead of friendly. Remember to use rhythm.
2) Porcupine game - Teach your horse to follow a feel--to yield to pressure
in all six directions (up, down, forward, back, left and right). Allow
your horse the chance to yield to the lightest pressure possible before
GRADUALLY increasing the pressure. Reward even the smallest effort to
yield by releasing pressure--but not the contact--and praise. Give him
time between efforts to think over what just happened. This game, and
functional games based on Porcupine implementation, should use CONSTANT
pressure. Increase phases as you need to, but don't JAB.
3) Driving game - This is an intermediate step that Pat has introduced
since completing the book, which isolates a single component of the
Yo-Yo, Circle, Sideways, and Squeeze Games. Teach your horse to yield
to the suggestion of your driving (pulsing) rhythm--with hands, carrot
stick, or swinging rope. The horse should yield to this implied pressure
with hindquarters and shoulders, left and right, and straight back.
Once these are solidified, Games 4-7 will go much more smoothly.
4) Yo-yo game - Teach your horse to go backwards and forwards on a straight
line. Most horses have a broken yo-yo (they have just a YO). Some go
forward and won't stop or back up. Some back up lightly but won't budge
forward. It should be balanced to where 'whoa = go' and backwards
happens just as easily as forwards.
5) Circling game - Teach your horse not to change gaits or change direction
unless you ask. That's his responsibility - you should not have to be
driving him with a whip every 1/4 lap. If your horse changes gaits make
a quick correction and go back to asking nothing. Pass the rope behind
your back rather than driving the horse by turning. Minimum of two laps,
but no more than four--more than four will either frustrate or cause
boredom in your horse.
6) Sideways game - Teach your horse to yield sideways. The better your
horse goes sideways and backwards, the better he does everything else.
The converse is true as well: the WORSE your horse goes sideways, the
worse he does everything else!
7) Squeeze game - Horses are claustrophobic--teach your horse to squeeze
between you and the fence, or between two objects. If your horse can't
relax and walk between you and the fence, brushing you as he goes by,
what makes you think he'll be comfortable with a leg on each side?
Remember that your horse can go in six directions, so don't neglect
making use of them--squeeze over and under things as well, such as jumps,
poles, branches, or sheets. This will help your horse become braver.
Trailer loading is a breeze once you have gotten to the squeeze game.
This is communication with horses based on psychology and understanding
rather than mechanics and intimidation.
The name horses give to people who have had a savvy bypass! Horses apply
gunsil tests continuously, some are: stepping on your foot, knocking your hat off,
snorting all over you, slobbering on you, bucking you off, nipping, biting, kicking,
pushing you over, doing the opposite of what you want, refusing to get in the trailer,
wash rack, race barriers, roping box, etc.!
Is natural know-how. It is understanding times ten. It is horse wisdom. In
terms of horse savvy, its knowing when to be, where to be, why to be and what to do when
you get there. Savvy means you know how to relate to horses, how to handle them, to solve
and prevent problems both on the ground and on the horse's back, in any situation, at any
time.
A term to express the four essential areas in which a Horseman needs to
develop his understanding and ability with horses.
On Line - practiced as groundwork means developing
communication via lead ropes and lines of various lengths attached to the horse. We teach
the horse everything he needs to know on the ground first ... about pressure, confidence,
bravery, responsiveness, respect and impulsion.
Liberty - also practiced on the ground, is communication
with no strings attached. The horse is loose, completely at Liberty. This may be in a
stall, pasture, corral or round corral. It involves a high degree of mental connection.
Freestyle - is the practice of riding a horse without
contact. Therefor loose reins or no reins. It is a casual riding position as well as an
approach to teach the rider to develop an Independent Seat and the Horse to develop Self
Carriage. 80 - 100% of riding time should be Freestyle otherwise you teach your horse to
become dull.
Finesse - is the practice of riding a horse with short
reins, contact, extreme refinement and precision, with almost invisible aids. It may or
may not involve vertical flexion depending on the circumstances. This type of riding
should constitute no more than 20% of the riding time in order to maintain a healthy
mental attitude and maximum performance in the horse.
Flexion - is mental collection and its what you get or
don't get on the ground. This is the purpose of the Seven Games. Respect implies
unconditional trust, unquestioned leadership, lack of fear,and high esteem. Respect is
also reciprocal - horse for human and human for horse.
Impulsion - is emotional collection, and respect gives
impulsion. When the impulsion system is problematic you are dealing with a sluggish,
unresponsive horse, or an impulsive runaway who constantly has to be held back. Impulsion
is when go = whoa. This means it is as easy for the horse to go forward as it is to go
stop, and vice versa. This is check and balance.
Flexion - is physical collection. It involves both
Lateral and Vertical Flexion and it is the last to be developed in this formula. Flexion
will come naturally as a result of Respect and Impulsion.
Problems in the flexion system are rooted in the Impulsion system. And
problems in the Impulsion system are rooted in the Respect system. "Collection"
is the sum total of Respect, Impulsion and Flexion properly combined.
The first three Games are "principle" games. They are
like the alphabet upon which you will build sentences.
Game # 1 The Friendly Game
Proves to your horse you will not act like a predator, that you are
friendly and can be trusted. You need to gain his confidence and be able to touch him with
a friendly "feel" everywhere on his body. Any areas he is defensive about tell
you of his skepticism about you. By using approach and retreat , get to where you can get
permission to touch every place without forcing him to accept. You can then advance to
where you can get permission to touch every place without forcing him to accept. You can
then advance to tossing ropes, sticks, flags, coats, anything you can think of to get him
braver, more confident and less skeptical.
Keys: smile, rhythm, approach and retreat,
desensitization.
Game # 2 The Porcupine Game
Teaches your horse to move away from pressure. In this way it prepares him
to understand how to respond to the rein, the bit, the leg, etc. It is applied with a
steady feel (not intermittent poking) and increases steadily until the horse responds, at
which time the pressure is instantly released. This pressure is applied in Four Phases,
fly, mosquito, blackbird, eagle! Each phase gets stronger, and there is no release until
the horse responds. in this way, its the release that teaches the horse he made the right
move. If he responds at phase 1, then go no further. If it takes up until phase 4 , be
prepared to persist with this until the horse tries to find comfort. reward the slightest
try with instant release, rubbing (as in the Friendly Game) and a smile. The Porcupine
Game needs to be taught in all Zones.
Keys: concentrated look, steady pressure, four phases.
Game # 3 The Driving Game
This game teaches the horse to respond to implied pressure, where you
suggest to the horse to move and he moves without you touching him. It can be effected at
close and long distances as you get more advanced. Again, four phases are important. Phase
1 is no touching just pumping the air, phase 2 is light tapping with finger tips, phase 3
is medium and insistent tapping with the hands and phase 4 is slapping vigorously with
flat hands. All the while the rhythm does not falter, does not change. And as soon as the
horse responds, relax your arms and smile. It does not take long for the horse to learn to
move at phase 1. Learn to drive your horse in all directions. Use the Zones.
Keys: concentrated look, rhythm, four phases.
The next four games are "purpose" games. Once you have
created a language, now you can ask for maneuvers.
Game # 4 Yo-Yo
Send the horse backwards away from you and forwards to you in a straight
line. Using 4 phases: start by just wiggling a finger at the horse; phase 2 - wiggle the
rope; phase 3 - shake the rope so it lifts off the ground to the height of your knees;
phase 4 - shake the rope more vigorously until it lifts off the ground to the height of
your waist. The instant you horse moves backward, stop! It is important to keep both you
horses eyes on you. As soon as the horse turns one eye away from you by turning his head,
you will lose the backup and straightness! Pay attention to the detail and correct it
before it gets off course.
You can play the Yo-Yo slowly at first on flat ground. As it gets better,
get more provocative and play it on uneven ground, at a faster pace, over a pole or log,
or on a longer rope. This is how you teach a horse to respect your space when leading, to
develop suspension and self carriage, for counter-balancing forward-aholics, to improve
your stop, to develop a slide stop.
Keys: straightness; responsiveness; imagination
Game # 5 Circling Game
Do not confuse this with mindless lunging. It works the horse mentally,
emotionally, and physically, and it teaches him to stay connected to you and keep a
softness in the line between you. There are three parts to the Circling Game: the Send,
the Allow and the Bring Back.
To send the horse lead Zone 1 in the direction you want, if the horse does
not snappily follow, lift the tail of your rope, then swing it, then Touch Zone 1, (even
just the rope in front of his nose). By sending Zone 1, you cause the horse to shift his
weight on to his hindquarters.
The 4 phases therefore are: Lead, Lift, Swing, Touch. At any point that
your horse responds, relax instantly and leave him alone. Smile and pass the rope around
your back giving the horse the opportunity to take responsibility for maintaining motion
on the circle. This is the Allow. Do a minimum of 2 laps and a maximum of four. If you
have to continuously ask your horse to keep going, he is winning the game! Trust the horse
and as soon as he stops, turn and face him with a concentrated look, pull Zone 1 ahead on
to the circle and stimulate Zone 5, when he goes, smile. To bring your horse back to you,
turn and face your horse, start reeling the rope in (phase 1) until you have enough tail
in the rope to lift (phase 2) then swing (phase 3) then touch (phase 4) on Zone 4 if he
does not disengage his hindquarters and face you. Again, stop and smile at any movement
the horse makes the right response. Bring the horse all the way in to you and rub for the
Friendly Game. Disengagement of the hindquarters is very important. It is how you teach a
horse control.- mentally, emotionally and physically.
Keys: three parts: send allow and bring back; four phases;
responsibility for the horse.
Game # 6 Sideways Game
Note this is sideways, not side pass! It is teaching the horse to go
sideways equally right and left with ease. The two important Zones are Zone 1 and Zone 4
... send Zone 1, then Zone 4, then 1, then 4 etc. until the horse is moving laterally
sideways. Allow a long rope and distance.
Sideways is important for developing suspension, as a counter balance for
forward-aholics, for lead changes, and spins. Start slow and right ( as opposed to fast
and wrong!), use a fence or rail to prevent forward movement, graduate to no fence at all,
being able to move quickly sideways.
Keys: long rope; Zone 1 and Zone 4; four phases.
Game # 7 Squeeze Game
Horse by nature are claustrophobic.They are afraid of any small or tight
space. The Squeeze Game teaches your horse to become braver and calmer, to squeeze through
narrow spots without concern. Start with a large gap (it might have to be very large!)
between you and a fence or wall, a even a barrel. Ask your horse to go through the space
while you stand still or while you walk backwards and parallel to it. ( The reason
backwards works well is because it helps draw the horse towards you.)
Direct Zone 1 into the gap (phase1), lift the tail of the rope (phase2 ) ,
swing the rope two revolutions ( phase 3) touch the horse in Zone 3 (phase 4) once. Then
begin again until the horse tries to move forward into the gap. As soon as it does,
release the pressure, relax and smile. Pretty soon your horse will make it all the way
through. Allow the rope to slide through your hand as he passes by you so he feels total
release, not a jerk backwards. as your horse gets more confident, make the space smaller
and smaller until it is just three feet wide like the bay of a horse trailer!
You can use the principal of the Squeeze Game to teach the horse to jump,
to go into trailers, wash bays, racing barriers, roping box, bucking chute etc. Getting
less claustrophobic also helps a cinchy horse.
Keys: walk backwards; start with a large space; four phases;
practical challenges and applications.
The secret to effectiveness with a horse, a really fair way. It helps soft
people become more assertive and aggressive people to get firm without being mean or mad.
By taking the horse's comfort away in phases, you allow the horse to choose to respond to
phase 1, he learns to avoid the higher phases.
Phase 1: minimal stimulus, Phase 2: double that, Phase 3: double that (
without getting mean or mad!), Phase 4 double that (until you get a response)
These phases are applied with both physical (Porcupine) and suggested (
Driving) communications both on the ground and on the horse's back.
When playing the Porcupine Game (Game # 2) the phases would be 1) Fly, 2)
Mosquito, 3) Blackbird, 4) Eagle.
There are five active Zones on a horse and one delicate one.
Zones are a teaching and diagnostic tool which help you to be systematic
in checking a horse for problem spots e.g. where he can and cannot be touched. A knowledge
of Zones allows you to thoroughly teach a horse to yield to pressure in all Zones and help
you to learn appropriate positioning. For example, in the Circling Game, you lead Zone 1,
drive Zone 1 to send the horse out and around, then lead Zone 1 and drive Zone 4 to
disengage the hindquarters and bring him back to you.
An instinctual reason for self defense. A horse will have an Opposition
Reflex under the following circumstances: fear, pain, anger, confusion, misunderstanding.
Examples of Opposition Reflex include biting, kicking, rearing, bolting, bucking, pulling
back, striking, opposing the bit, swishing the tail, grinding the teeth, laying ears back,
refusing to move, etc. Most people tend to think these are vices and signs of
disobedience. Learning about Opposition Reflex is critical to learning to read a horse and
to understanding why it is reacting this way. It does involve a lack of respect, not in
terms of disobedience so much as lack of trust and esteem for the human.
People have Opposition Reflexes too! They get tight in the mind, tight in
the body and dig in with all their "claws", grab or jerk on the reins, cling and
clutch with their legs (which scares the horse!) Fear, frustration and anger are the main
causes. It is important to strive to overcome Opposition Reflex by becoming emotionally
fit.
These are the prime motivators for a horse. Punishment is not effective
for prey animals. Horses are interested in safety and comfort. They learn through release,
the instant provision of comfort when they do the right thing. Discomfort is what
motivates horses to find comfort. The Four Phases is how a Horseman takes comfort away in
increments until the horse is motivated to respond. Every communication with a horse
involves affecting his comfort in some way. Timing is a critical factor.
Leads the front end. It opens the away from the neck, lifting slightly
outward and upward.
Disengages, disempowers and controls the hindquarters by causing the hind
legs to step under the body and cross each other. The Indirect Rein is effected by
bringing our rein to your belly button and lifting upwards toward your opposite shoulder
for an exaggerated application. It is also used in an advanced context to illicit a weight
shift to the hindquarters in preparation for a maneuver.
This is a "pushing" rein. It is applied in conjunction with a
Direct Rein to bring the outside shoulder across in a turn or spin. It should form a
straight line between the hand and the bit and not cross over the neck so as to bend it.
A submissive head position for control and disengagement of the
hindquarters. Involves the use of one rein and teaches the horse to bend his neck and
bring his head to your foot. By turning the head to one side, it is difficult for the
horse to run off! This is the basis of "one rein for control".
A submissive head position for communication and engagement of the
hindquarters. A vertical head position with the resultant arched neck and rounded back has
its purpose to empower the hindquarters for advanced athletic maneuvers (dressage,
reining, cow working). Vertical Flexion arrives naturally as the result of respect,
impulsion and flexion properly combined and is accompanied by a soft feel through the
reins. It should not be achieved through force and leverage bits as the mental and
emotional state of the horse is an important component. Vertical Flexion without respect
and impulsion is called a "headset" and is potentially dangerous because it
empowers Opposition Reflex.
Where the rider does not rely on the reins or the stirrups or grip with
the lower leg for balance. The seat is independently able to move and stay in harmony with
the horse's movements, and similarly the hands and legs to work independently to
communicate what is required no matter what is disturbing the seat!
Where the horse is completely responsible for his balance and carriage. He
has his weight absolutely correct for the gait he is in. A horse that is on the forehand
usually is leaning on the bit and is inclined to increase the gait if not held back (is
thinking gallop), or is lazy and lacks respect and impulsion.
Self Carriage is achieved with Freestyle riding especially over uneven
terrain and in being able to effect transitions and stops without the use of the reins.
The horse in this way is athletically positioned and ready for immediate changes in gait
and direction whenever asked.
A range of halters, lines, sticks, reins and bareback pad designed as
communication tools. The more savvy you have, the more particular you become about the
function and accuracy of your tools. The equipment improves timing and precision by
delivering the perfect effect of Phases of Firmness and Instant Release. Pat has spent
years of trying and improving designs; searching for the right rope that has the ability
to communicate energy and responsive enough to quit; developing the most effective
lengths, the balance, even the weighting. The products that are Pat's original design are:
The Horseman's Halter, 6' Horseman's String, 12' Line, 22' Line (Ring Rope), 45' Line
(specially soft lay), Natural Hackamore, Horseman's Reins, Sport reins, Bareback Pad (with
proper cinching capability, roughout leather upper and medical felt under-side and leather
handle and no stirrups.) If you were Bruce Lee, you'd be very particular about the
mumchucks you choose! However, tools without savvy is just as inadequate as savvy without
the right tools.
A Hackamore is a "bitless" bridle. It involves a
nose piece or "bosal", is made of leather, rope or rawhide, and has no
mechanical leverages. It is used in the developmental phases of a horse and a rider's
education to overcome Opposition Reflex in both before putting a bit in the horse's
delicate mouth. The Hackamore is intended for teaching lateral flexion and is used in
Freestyle riding. The Natural Hackamore is a product developed by Pat Parelli using
smooth, soft rope for the headstall and bosal, and 1/2 inch rope for the reins. It has a
mecate style rein (loop rein plus 12' Line) which we call the Horseman's Reins. You can
therefore use it for ground skills as well as riding. we suggest the Natural Hackamore be
selected once you are riding more than doing ground skills, therefore in the latter part
of Level 1 and into Level 2 as preparation for the snaffle.
This is a bit without shanks and may be jointed or straight
mouthed. It is not a leverage bit of any kind and is intended for a more refined
communication and is important for teaching lateral flexion and the independent use of the
reins. (PNH Level 2 & 3). Pat recommends a loose-ring jointed snaffle, which allows
the bit to swing and adjust. It should be of medium thickness and made of sweet iron which
has a tendency to rust. Horses actually enjoy licking rust whereas stainless steel is
distasteful.
This is a curb bit with shanks. It should have a straight
mouth piece, it should not be jointed or it will produce a scissor action in the horses
mouth. The Bit is used in the advanced training of a horse (PNH Level 4 and up). It's
primary function is to enhance Finesse and power through Vertical Flexion and
straightness. The Bit is for refined communication, not control.
Pat Parelli's system for progressing a Horseman. A real Horseman is
someone with horse savvy in all areas concerning horses both on the ground and on their
back. The Levels Program is a plan of where to start and how to progress logically, safely
and systematically to a point of great expertise with horses in a relatively short space
of time. It is non-denominational and can be applied to all disciplines, both English and
Western, recreation or competition, working, breeding, training, teaching, driving, gaited
horses, etc.
A group of registered students studying Pat Parelli's system, the Levels
Program, in order to become a Horseman. they meet regularly and assist each other in
understanding the concepts, staying focused on their goals, helping each other to make
progress, to use their imagination and to stay positive, progressive and natural.
Imprint Training
This is a method developed by Dr. R M Miller to habituate
and desensitize foals to the human environment. It also breaks down the prey/predator
barrier between foal and human. Imprint Training, which must take place during the first
two hours of life, introduces the human as part of the foal's family. In PNH terms it is
the Friendly Game (Game # 1) which is used to engender trust and to prove friendly intent.
Level 1 Tasks and More Game Information