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Since 3/18/08
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Revised: 3/6/2011.
Introductory Horse Driving Basic Training
By Eric Smith
Prolog
The information contained in this guide is intended to set the foundation for sound pleasure driving techniques. It is by no means an all inclusive instruction. Rather, the information is intended as an introduction and quick refresher reference precursor to pleasure driving. An assumption is the handler has a basic knowledge of horse handling experience before beginning these techniques. Actual vehicle hitching and driving are not covered in this discussion nor is Reinsmanship or whip and groom etiquette.
For this purpose, the foundation for the follow information is based on gentle “starting” and natural horsemanship versus quick “breaking”. A trainer is hard pressed to complete the precursory training in thirty days much less hitch and provide a safe turn-out that is reasonably free from a dangerous run-off. Prior experience for the horse and handler plays a large factor in total training time. Nothing can replace the time and repetition that truly great horses possess. However, the training experience is never complete for the horse or the handler until they are permanently retired.
Furthermore, other facets of training are too far reaching and individual horse specific for this short discussion. Some likely training encounters are “despooking”, behavioral problem solving, training variations, and trainer subtlety. Many volumes and authors through history attempt to address these inevitable experiences with only partial success.
In any event, the main takeaway points are provide a safe training experience, develop a relationship with the horse and have fun. Be creative and mix up the training routine. Watch the horse as he will tell you when to move on and when to maintain the current routines. Finally, seek help when needed. There are so many resources available to help the handler through difficulties; books, trainers, clubs, and even free friendly advise. I hope the following information proves useful.
Learning Activities
Preliminary training ground work using the halter, lead rope and crop:
1. Friendly Game™; Brushing, combing, hoof picking, stroking while standing/tied, touching every part of the horse’s body. Teaches trust and calmness. The horse is usually cross-tied in the early training stages and the voice commands “Wait”, “Head Up” and “Head Down” are introduced with lead rope queues. “Right Here” is introduced with hoof picking.
2. Porcupine Game™; Pivot the horse on the fore-hand and haunches and move the horse in all directions using a crop handle or training aid for physical pressure and handler eye contact for visual pressure. Teaches the horse respect and to move away from pressure. The voice command “Over” (and in some case “Gee” and “Haw” or Get and Come) is introduced and “Whoa” is reinforced. There are four levels of physical pressure: 1. light (hair pressure only); 2. medium (skin pressure); 3. heavy (flesh pressure); 4. very heavy (bone pressure). Variation includes leading; walk and stop while staying at the horse’s shoulder. The lead rope is held in a hanging half-loop (not tight), and the crop is held in the outside hand, butt forward approximately 1/3. The voice commands “Walk” and “Whoa” are introduced. The crop lightly taps the horse’s hind quarters for forward movement (the walk) while the crop handle is used as a stop gate along with a light flick of the lead for stopping motion (the whoa).
3. Driving Game™; Similar to #2 except no physical contact is made with the training aid. Teaches the horse implied (visual) pressure and lightness. The voice commands “Over” and “Whoa” are reinforced. Movement is achieved over greater distances.
4. Yo-Yo Game™; Stand in front of the horse asking the horse to alternately back away and approach you like a yo-yo. Teaches the horse approachability and reverse movement. The voice command “Back” is introduced while “Walk” and “Wait” are reinforced. Use a large flick of the lead rope to pressure the horse to back one step at a time (the back). Bend over and stroke, not pull, the rope encouraging the horse to approach the handler (the walk). Stand up and raise your hands to stop (the whoa). Repeat several times. One variation calls for the handler to move with the horse maintaining the distance.
5. Circling Game™; Also called longeing. Teaches driving and control from a distance. The voice commands “Walk” and “Whoa” are reinforced. The voice command “Trot” is introduced. The voice command “Canter” can be introduced after the walk and trot show sufficient understanding and control. Variations include the Force Field Game change direction and the Yo-Yo Game while the horse faces the handler.
6. Sideways Game™; The horse stands in front of a barrier, such as a fence, and alternately pivots on the fore-hand and haunch to produce a side-step motion. Teaches leg cross-over steps, coordination and is an introduction to the leg yield. The voice commands “Over” and “Whoa” are reinforced.
7. Squeeze Game™; The horse passes through a narrow space between two obstacles, such as a fence and a pylon or the handler. Teaches the horse proper invasion of personal space and how to deal with pressure from two sides.
8. Figure 8’s; Putting it all together. Teaches quick thinking, concentration and a balanced bending turn. The horse moves in a figure-eight pattern around two pylons while the handler is stationary off to one side and mid-way between the pylons. The difficult part comes to the handler as the horse passes through the center. Passing the lead and the crop to alternate hand while keeping the horse moving takes some skill and coordination.
9. Driving; This is ground driving with the horse in harness. Teaches bit communication, working without the handler in sight, and prepares the horse for harness. For safety purposes, start in a round pen or have a second handler assist by holding the lead rope. Use the same technique as the Leading Game only address the horse from a safe distance behind. Advanced variations include moving out into a field, trail or a lightly traveled road so the horse experiences off the farm stimuli in a controlled situation. Stop and stand often.
10. Poles; ¾” PVC poles are attached to the harness shaft loops and drag behind. Teaches side contact and calmness to noise and additional stimuli. Similar to the Driving Game, start in a round pen or utilize a second handler for assistance. The poles represent the shafts of a horse-drawn vehicle without the confinement of the vehicle.
Drag; The horse drags an object, not the handler. Teaches the pulling sensation and calmness to additional stimuli. Attach a drag to the harness traces or tugs. An old tire with a draw bar work well. Once again, start in a round pen or utilize a second handler. The weight and noise of “something chasing me” will even challenge a seasoned horse. Variations include additional stimuli, such as cans rattling around in the middle of the tire.
The horse is now ready to be introduced to an equine vehicle.
Verbal Commands
Every word or noise has one and only one meaning (any word can be replaced by words/commands of your choice as long as they are trained and consistent):
Back; used to step back.
Whoa (Hoa); used to stop from any gait and any direction.
Wait; used to stand still for a period of time, usually after “Whoa”.
Walk; used for the four-beat walk.
Easy walk; used for the collected, short stride, slow walk
Walk; used for the natural walk where the rear hoof print falls on top of the same side front hoof print.
Walk-Walk; used for the extended, ground covering, fast walk.
Trot; used for the two-beat trot.
Easy trot; used for the collected, short stride, slow trot.
Trot; used for the working trot where the rear hoof print falls on top of the same side front hoof print. This is the speed where the horse can move for long periods of time.
Trot-Trot; used for extended, ground covering, fast trot (also known as a road gait).
Canter; used for the three-beat canter or lope.
Easy canter; used for the collected, short stride, slow canter (not used in formal driving).
Canter; used for the medium speed canter where the rear lead-side hoof print falls on top of the front lead-side hoof print (not used in formal driving).
Canter-Canter; used for extended, ground covering, fast canter (not used in formal driving).
Over; step to the side – away from pressure
Gee (or Come); turn to the right.
Haw (or Get); turn to the left.
Head Up; lift the head and neck at the pole.
Head Down; lower the head and neck at the pole.
Right Here; lift the hoof (closest to body position and hand indication).
Gait Transition Voice Usage:
Upward transition - Annnnnnd (gait)! High voice with a crescendo-like inflection signaling an upward gait transition or speed. Ex., Annnnnnd trot (used to transition from a walk to a working trot). The word “And” precedes the ensuing gait command and prepares the horse for the faster gait instruction.
Downward transition – (gaaaaaait). Low voice with flat, drawn inflection signaling a downward gait transition or speed. Ex., Waaaaalk (used to transition from a trot to a walk. The drawn-out gait word calms the horse and prepares him for slower speed.
Poor Verbal Usage:
(kiss and/or cluck) and other mouth noises are POOR habits. These two noises are commonly used to encourage motion in any direction. Remember, any word or noise is a verbal command, and every verbal can have only one meaning for consistent performance. One time the noise is given to start the walk. Another time it is given to walk faster. In other instances it begging for the transition to the trot. Yet, it is also used to start backing. If you are confused by this time, just think how the horse who wants to please is trying to interpret this command. Therefore, the horse will hesitate under confusion when a kiss or cluck is signaled until some other non-verbal signal is given for reinforcement. Worse yet, these mouth noises cannot be made as quietly as a whispered word and cannot be ignored from bystanders. A frequently used cluck quickly turns into a nagging annoyance. The end result is a perception that the kisser and the clucker are desperate to attain some result from an under trained horse. If the kiss or cluck is used, make sure it means only one thing; possibly kiss for walk and cluck for trot. The strong recommendation is to refrain from kissing and clucking!
Yah and Hah; These are strong in-your-face commands provoking excitement and flee commonly shouted by gamers for a fast gallop. They can be used properly and effectively. When used only for one intended purpose, Yah and Hah are much more acceptable than the kiss or cluck. Yah is also used in place of “Walk” by some drivers. Once again, if the verbal command is trained for only one consistent meaning, any command can be substitute for the standards above including foreign languages.
Improper Aids:
Rein Slap; The reins are the drivers communication to the horses mouth. The only proper contact communication with the top side of a horse from the pole to the dock is a rider’s rhythmic buttock usually under saddle. All other contact should be made at the side of the horse. The horse’s instinct to croup contact commonly by an aggressive horse is uncontrolled flight; usually forward movement though. Kicking is also a possible reaction. There is no ground exercises discussed that trains a proper dock contact response other than staying calm to unexpected stimuli in the Friendly Game. Therefore, when the reins slap the horse’s top side, fear and panic may occur. Furthermore, when the reins slap the horse, the bit is also affected. Just think of the rein slap as a kick on the ass and a fist to the mouth.
Whip Touch to the dock or croup; The whip in nothing more than an extension of the driver’s hand. All training contact so far has been to the side of the horse and that is where the contact should continue. A proper whip contact can be used similar to a leg yield or a neck rein; soft and predictable. See the rein slap discussion.
Acknowledgement:
Derrick Dupler; Trainer, Clinician, Show Competitor, and friend. Stevens Point, WI
Heidi Born-Smith, Contributor, Wife, Rudolph, WI
Disclaimer
The Parelli Seven Games™ is a trademark of PARELLI NATURAL HORSEMANSHIP, INC. which does not sponsor, authorize or endorse this material.