Sevengames: Seven: The Days Long Gone

Seven: The Days Long Gone

Seven: Enhanced Edition annoucement

Hello Thieves,We know that you’re excited to dive into the new story behind Drowned Past extension. We are happy to announce that the extension…

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Seven: Drowned Past — The new expansion announced

Seven: Drowned Past will introduce whole new story line, including: additional opponents, new skills to implement, terrains to parkour, eight new…

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New Sneaking trailer

In Seven: The Days Long Gone you play as Teriel, a master thief. To be a master thief one must master the art of stealth movement, or sneaking.

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Extensive gameplay straight from Gamescom 2017

Teriel, as a Master of Thieves, has quite a lot of useful skills such as invisibility, flash or chromosphere…

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The brand new gameplay trailer is here!

We have a brand new gameplay trailer for you with a new music theme for Seven: The Days Long Gone!

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Join us at PAX East 2017!

Hello! We have great news for all of you interested in Seven: The Days Gone — we are coming to PAX East in Boston!

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Sneaking Teaser — January 2017

We are proud to announce a new Sneaking Teaser from Seven: The Days Long Gone.

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We’re on Steam now!

«Seven: The Days Long Gone» is officially on Steam! You can now follow our game there and add it to your own wishlist!

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Seven: TDLG Reveal Trailer

We’re proud to announce that our Reveal Trailer is online now!

 

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We’re on PAX East 2016!

We are more than happy to announce we’re meeting up with players at the greatest gaming convention on the Eastern Seaboard.

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Arkadiusz Reikowski joins the Seven Team!

Arkadiusz Reikowski will join our team to co-produce the soundtrack and work on the sound design of Seven.

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Seven writer announcement

Our story takes place at a crossroads where raging desires for power, obsessions with technology, and a twisted religion meet.

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Hunting the hunters

The barren wasteland of Peh is home to a myriad of dangerous beasts. However, in this world everything is prey to something.

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M. Przybyłowicz will create the soundtrack for Seven

We’ve got some great news for you today – the composer of Seven’s main theme will be working with us on the complete soundtrack.

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The mighty and the magic

We’ve got another piece of concept art for you today — «The mighty and the magic».

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Seven — Tales From The Vetrall Empire

As promised we’ve just added audio version of the “Wave Witch” story on our website.

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Motion capture session

Few weeks ago we did a motion capture session for Seven. It took place in Mocap.pl studio, located in Warsaw, Poland.

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 Seven: The Days Long Gone is a 3D isometric RPG in which players can freely explore the sandbox world of the Vetrall Empire.

Set in a ‘beyond post-apocalyptic’ environment, the title will redefine how the isometric RPG genre is played. The climbing system implemented allows you to free-traverse obstacles of any height, both horizontally and vertically.

On the prison island of Peh, you will experience rich stories of conspiracy, discovery and betrayal, set within an unforgiving world filled with mysterious technology and dark age superstition. As a master thief possessed by an ancient daemon, you are deported to Peh on a mission that could decide the fate of all humanity.

 

Monsters

The world of Seven is inhabited by a rich variety of creatures. Apart from animals and people, monsters are the third important part of its ecosystem.

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Magic

Magic exists in the world of Seven, and while there’s no room for logical explanations of some of its phenomena, it’s definitely something you’ll have to deal with

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Community

The world of Seven is inhabited by a diverse society that won’t always remain indifferent to your presence, so getting on peoples’ good side is not a bad idea.

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Want more features?

Make sure to check back regularly as we will disclose next features pretty soon.

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Episode 4: Ghost Stories

It was the dead of night in Hallard when two figures ghosted along a cobbled backstreet.

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Episode 3: Hunting the Hunters

Emeline Selar crouched next to the goat’s corpse, her oxen hide duster swayed in the dry desert wind.

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Episode 2: The Mighty and The Magic

Officer Engineer Tarken put down his pen and read through what he’d managed to write so far.

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Episode 1: The Wave Witch

They say you can find whatever your heart yearns for at Firefly Manor – pleasure,  pain, heaven, hell.

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Prologue

Sure, yeah, sit down, take a load off and have a drink. I’ll tell you how this beautiful shithole called Peh came into existence.

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1. Who develops Seven: The Days Long Gone?

IMGN.PRO and Fool’s Theory are both Co-developers of Seven: The Days Long Gone. Additionally IMGN.PRO as a publisher is also self-publishing the game.

2. Is the Pre-Alpha version you showcased available somewhere for download?

Nope, however, you can find and check out Seven during many upcoming gaming events.

3. Who is the blue genie?

He’s a demon calling itself Artanak. It has a task for you which sees you travel to Peh, a dangerous and wild prison island under the control of the Vetrall empire. Your paths crossed when Teriel (that’s the main character) agreed to take on a dangerous job. When he agreed to this he had no idea there was a catch — you get a demon companion put in your head for the road.

4. How can I develop the character?

You choose your playstyle — you can go more into sneaking and play like a hitman, or you can rely more on the combat skills and focus more on close combat. On top of that you have ranged weapons, so a ranger playstyle is also available and don’t forget the magic — there are multiple possibilities of which way you decide to go.

5. Will I play as a single character or there is an option of forming a party?

You play our game as a lonely thief (well with a demon to keep you company), so there is no party forming.

6. Will there be fast travel option?

Yes, we plan on adding fast travel.

7. Are there going to be voice overs?

Yes, we plan to do English voiceovers for the game.

8. Release date?

1 December 2017

9. Platforms?

PC for sure, as for other platforms we will see. We are most definitely open to all options.

10. Multiplayer?

We don’t currently have any multiplayer plans, but there’s always a possibility in the future.

11. Technical requirements?

It’s too early to say.

12. Crafting?

Yes. Although crafting is implemented in the pre-alpha demo, it is a very early proof of concept that was added only to see if we’re going the right direction. Currently, we are in the process of implementing a full system. You play as a thief so you should have an option to utilise the items you stole.

13. Economy

Seven’s economic system can be summed up in one sentence: One man’s trash is another man’s treasure.
It is your task to decide which item is the most important to you at any one time.
In certain situations, you will find yourself hunting empty glass bottles, that you dismissed a couple of times before, only because you found an alchemist who desperately needs them.
You will talk with people and learn what they need, then explore and acquire (by any means necessary) those items.

14. Will I be able to zoom in the camera?

We’re still discussing the possibilities, but for now, our camera has fixed distances for specific situations (combat, dialogue, etc.).

15. Can I rotate the gameplay camera 360 degrees?

Yes, you can.

16. Combat

We aim to make the combat challenging and rewarding at the same time. It will be hard to fight with three or more guys at the same time, but it’s not impossible. With proper preparation, skill and gear you will be able to overcome unfavourable odds.

17. I’ve seen the pre-alpha gameplay video and was wondering about the weird respawn in place system.

«Respawn on the spot» was implemented only for the pre-alpha showcase build. In full game, you will have a checkpoint system, and upon death, the world will be reset to the last checkpoint at which you saved.

18. Will I be able to do backstabs and dropkills?

Yes, although not yet visible in the pre-alpha gameplay footage, you will be able to perform all kinds of nasty tricks on your enemies.

19. Will I have to sneak a lot?

No, we don’t plan on forcing the player to do a lot of sneaking. Even though you play as a thief, we don’t restrict the player regarding how you play.

20. Will I be able to sneak a lot?

Yes, you can slink from bush to bush throughout the whole game if this is your desire. We want to give you the opportunity to choose the path you feel is the most natural to you.

21. Monsters

The Vetrall Empire and especially Peh is infested with all kinds of monsters — some of them natural, some a product of biological experiments performed by the Biomancers.

22. Magic

Magic is present in the world of Seven, so if you are aiming for some spell flinging action, you are in for a treat.

23. The World

It’s the world that’s outlived the end of an advanced civilisation. Humanity has fought its way into a second medieval period. In this era, a man named Drugun was born, who saw value in scavenging feared Ancient artefacts and using them for his own ends. Powers granted to him by the artefacts he discovered allowed him to establish the most powerful empire of the new world — the Vetrall Empire.

24. Freedom of choice

We plan on giving the player as much freedom as we can – open world exploration will play a significant role in our gameplay.

25. Open world

Peh is one huge island — basically from the moment you start the game proper you land in one big instance and can go whichever direction you want. The monsters and soldiers guarding the way are a different matter altogether.

26. Reputation system

Multiple factions are living in Peh, all of them with their specific enemies and friends. Cross too many of them, and you might find yourself in a tight spot with a bounty on your head.

27. Peh’s Factions

The populace of Peh mainly consists of those who have been imprisoned on the island to repay their debts to the Vetrall Empire. The crimes they committed vary, and as always in those situations, not all of them are actual criminals — just regular people who managed to step on the toes of someone powerful.
Island life is controlled by two leading organisations, which enforce the Emperor’s will — the Technomagi and Biomancers.
The first are tasked with uncovering and studying of the Ancients artefacts. They are also the soldiers who protect its borders and cities.
The Second faction — the Biomancers — are like a crossover between a church and a hospital. They study the limits of the human body and delve into not so ethical experiments to enhance the powers of Vetrall’s soldiers, and understand better the magical potential of the human kind.

 

 

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The Seven Games











The Seven Games are a systematic approach to establish a communication between horses and people. It is based on the same games horses use to establish friendship and dominance. The horse that consistently “wins” all Seven Games becomes alpha.

It’s our responsibility to become our horse’s leader. We have to teach him to become calmer, braver, smarter, more athletic, to trust our judgment, try whatever we ask him without resistance, yield to or from pressure , negotiate obstacles, go sideways and back up with ease. The Seven Games will help us to do this.

Every single thing we do with our horses, no matter whether from the ground or in the saddle, is one game or a combination of the seven games.

 
Click the «Plus» icon to explore: The Principle Games

Think of these games as  the alphabet. In order to learn a language. you first need to gain an understanding of the basics!

 

This game is all about gaining and keeping your horse’s trust, confidence and relaxation. It is listed as number one and is the foundation of Parelli horse training because without trust, confidence and relaxation horses can’t learn.

It is the most important game to play with horses who are skeptical and tense. This game is played between other games to ensure that the horse is not afraid of you or your tools.

You can play the Friendly Game with your 12- foot lead rope, with a Carrot Stick, with your bare hand or with anything you have. Play it from the tip of your horse’s ears, inside his mouth, down all his legs to the end of his tail. There is no part of your horse’s body you should not be able to be friendly with.

 

The Porcupine Game teaches your horse to yield to and from steady pressure. You play the Porcupine Game when leading your horse, moving your horse backwards or away from you, as well while riding through your leg and rein aids. You teach this game to your horse through using four distinct phases of polite assertiveness:

  • Phase One: Lightest possible (press the hair like a fly is landing)
  • Phase Two: Slighly firmer (press the skin, as a big bug would land on your horse)
  • Phase Three: Slighly firmer (press the muscle, as a crow would land on your horse)
  • Phase Four: As firm as necessary to get a response (press the bone, like an eagle would land on your horse)

The instant the horse responds, release all pressure. Pressure motivates, but it’s the release that teaches! The goal is that you need no more than 100 grams to move your horse wherever you want him to go.

The Driving Game teaches your horse to yield from rhythmic pressure without touching him. It is meant to influence the personal space around a horse. It teaches the horse to follow a suggestion, and you will be able to influence your horse’s direction and action from a distance. You teach this game to your horse through using four distinct phases of polite assertiveness:

  • Phase One: Start as lightly as possible ( energy up, tap the air)
  • Phase Two: Progressively increase the pressure (move toward the horse)
  • Phase Three: Progressively increase the pressure (move toward the horse, get ready to tap the horse)
  • Phase Four: As firm as necessary to get a response (tap the horse)

The moment the horse begins to yield, soften to a phase one or stop. The rule is: Apply the pressure gradually  and release quickly.

 

Click the «Plus» icon to explore: The Purpose Games

If we think of the first three games as the alphabet, games 4-7 are like forming words. The principles of pressure and release and the use of the four phases stays the same!

 

The Yo-Yo Game equalizes backwards and forwards, and develops straightness. It’s essential to transitions and promotes engagement of the hindquarters. In Level 1 you simply teach your horse to back up straight while you are standing still and just wiggle your finger at him and then ask him to come back to you. Later on, it will help you to develop good impulsion, straight lines and equal transitions while riding. Piaffe, Passage and Sliding Stops are Yo-Yo games at its highest level.

The Circling Game sends the horse around you and teaches him to come back to you. It also teaches him the responsibility of continuing to circle without being reminded, to maintain his gait, direction and to look where he is going. It is a game that teaches — and tests — partnership. It consists of 3 parts:

The send: You Yo-yo your horse out and then send him on a circle with a driving game of the front end
The allow: You allow your horse to do the circle/s while staying absolutely neutral – its your horse’s job to maintain gait and direction and where to put his feet
The bring back: by disengaging your horse’s hindquarters, you ask your horse to come back to you.

The Sideways Game develops the skill of moving sideways. This is important for useful things like opening gates, as well as building suspension for lead changes. You will start on the ground asking your horse to move sideways away from you in front of a fence or wall and progress all the way to shoulder-ins and half passes.

The Squeeze Game encourages the horse to be brave. It also helps him to overcome his innate claustrophobia by learning to squeeze under, over and between obstacles. This is valuable for things like the shower, trailers, gates, veterinary examination stock, jumping obstacles, narrow passageways on trail rides, water crossing. At first you simply teach your horse to pass between you and a wall, then turn and face and think about it. You will progress all the way to sending your horse into the trailer at a canter on the end of the 45 foot Lariat Rope.

 

For more information check out the Parelli website www.parelli.com










7 games | Old Friend

Heading: Training / Teach the horse: courtesy on the ground

Author: Pat Parelli, translation and comments: Anna Mazina.

  • Friendly game
  • Porcupine game
  • Guiding game
  • Yoyo
  • Spinning game
  • Acceptance
  • Squeezing game.

Horses are herbivores, prey for carnivores. It is deeply rooted in their minds. When they act one way or another, it is due to the logic of «prey». It is on this logic that 7 games are based. These are the same «games» that horses play with each other to establish subordination in the herd. By learning how to play these 7 games, you can build your relationship with your horse on friendship, trust and dominance. nine0003

First play with the horse on a lead about 4 meters long, then as you become more experienced in games and gain more respect for your horse, move on to a longer rope, such as a cord. Over time, no rope will be needed, the horse will be “tied” to you with its attention. (The rope should be without sharp edges (a cord from a sling will not work), soft enough not to burn your hands, but not slippery, and most importantly, it should be heavy so that you can send a wave along it and it would be felt on the other at the end of the lead.0026

Everything you do with your horse should be play. Approaching the situation from this perspective will help you not get irritated if something goes wrong, make learning more interesting for the horse, give you a reason to have fun together, and just make it much easier and faster to achieve the desired result. (Many people do not like the word «game», as they understand it as pampering, which is risky next to such a large and strong animal, or simply as something frivolous. Parelli means by this word quite serious exercises, but focuses on benevolent and a cheerful attitude towards them: “Horse, let’s play a game by these rules.” If you can convince a horse to play by your rules willingly, then you can become a leader for him.0026

1 — «Friendly Game».

With this game you prove to the horse that you won’t hurt him even if you could. Instead of just patting the horse and moving around calmly, you need to create certain frightening situations in order to prove later that these situations will not harm him.

It is necessary to ensure that it is possible to touch the horse anywhere, throw a rope around its legs, back and head, even jump around it. Thus, the horse becomes less sensitive to «terrible» moments, objects and situations. The secret is to offer «evil things» with a certain rhythm, a smile on your face, and a calm, relaxed body language. nine0025 (To do this, stand to the left of the horse near his neck, with your left hand, grab the lead at a distance of about one and a half meters from the carabiner, so that the lead sags, but so that the horse, stepping forward, does not reach you with its back leg. With a stick or hand, start stroking the horse first on withers, shoulders, neck and back, then move on to the legs, belly and head.Belly and head are the most problematic areas, be careful.Then stand facing the horse next to his neck.Stand relaxed, look in front of you and begin to rhythmically wave your free the end of the lead in front of you at a distance from the horse.If the horse gets nervous and starts to walk, let him do it, but if necessary, call the lead so that he is constantly looking at you.Continue to wave the rope in front of you until the horse stops. immediately stop and praise the horse. After a while, repeat the exercise, gradually bringing the rope closer to the horse. So, each time, bring the rope closer, p From there, start throwing it on the horse’s withers, then on the back, etc. Do the same on the other side of the horse. Note. trans.)

It is necessary to act in a certain rhythm until the horse understands that there is nothing wrong with this and does not stand still. As you gain more knowledge and experience, you will come up with 1000 new games from this series yourself. Many horses, even those who have been saddled for many years, have not had the opportunity to get to know their saddle. You can play a friendly game with the saddle and saddle pad by carefully placing them on the horse’s back and then removing them until the horse is able to stand still during the saddle. nine0041 It is important to pay attention to 2 things here. First, the horse must be able to move to avoid «danger» while he still considers it a danger. Those. you need to allow the horse to retreat, dodge, keeping it on a loose rope, and at such a distance that it needs to calm down and stand up straight on all 4 legs. Secondly, «evil things» should be offered in a certain rhythm, which will give the horse the opportunity to anticipate your actions.

This game should always be played first, before the other 6 games, and in between. Every time you play it with a horse, you give it confidence and maintain a balance between friendship and dominance. nine0041 Many horses, even those who have ridden for many years, have never had a chance to «get acquainted» with their saddle. It is possible to play a friendly game with the saddle and pad by placing them lightly on the horse’s back and then taking them off until the horse just stands still while being saddled.

Video:

2 — «Porcupine game».

One of the innate instincts in horses is the resistance reflex. When a horse thinks he is trapped, his instinct is to «break» through the pressure. If they feel insecure, the first thing that comes to their mind is to fight (break through, use force) against the pressure they feel, whatever it is, be it a halter, a snaffle, a girth, or your leg. This is why horses backtrack and cause problems in small spaces, in horse carriers, for example. They are naturally claustrophobic, the resistance reflex being a survival strategy. nine0003

The Porcupine Game teaches the horse to yield, move away from pressure. People often use a poking or shoving motion, but it is best to apply steady pressure that will make the horse aware of his obligation to yield in order to gain comfort. (Some other trainers, on the contrary, advise applying dynamic «tapping» pressure, because the horse will not be able to rest against it and you will not have to compete in strength with a 500-kilogram colossus. The secret of the Parelli method is to influence certain areas of the horse’s body, more susceptible to pressure: to move the front, he presses on the soft spot between the ganache and the neck, to yield backwards, on the hollow under the maclock.0026

Be careful! The horses in these games have a «black belt»! They use this tactic among themselves to establish dominance. They, of course, in turn will lay on you, checking who will give up first. Insist on your own, not yielding a centimeter, like a pillar. This means that your legs seem to stick to the ground, and the moment the horse gives up, he will immediately feel relief from the steady pressure. The pressure must not follow her! (This means that by pressing, you should not release pressure for a moment. However, as soon as the horse has at least shifted weight away from you, yielding to pressure, or even better, has taken a step to the side, immediately remove pressure. Ideally, the hand should remain in the same place and the horse will relieve himself of the pressure, however this can be difficult to do, so just remove your hand as soon as the horse yields.0026

You may need a spur or a round stone if the horse is particularly stubborn. Remember: start softly and build up strength gradually and steadily until the horse moves. As soon as she gives in, release the pressure and scratch the place where the pressure was. When she once understands what you needed, you yourself will be surprised how easily she will give in. (Parelli suggests building up pressure in 4 phases: coat pressure, skin pressure, muscle pressure, bone pressure. Scratching the place where the pressure was applied is a very important point that should not be neglected, otherwise, over time, the horse may start to give in every time when you reach for her thigh, for example.It is very good to do this exercise: stroke the thigh (horse stands) — press on it (horse yields) — stroke it again (horse stops and stands).0026

Using the Porcupine Game (steady pressure), can you move your horse forward, backward, sideways (receive), right and left, his front, his hindquarters, head up or down? It is necessary to achieve that the horse moves from a light, even touch of the fingertips. The horse should not shy away or run away from such a touch, he should stop when you stop the pressure and rub the place that was touched.

(Be careful when you work on the back yield. Hold the lead long enough that it sags, but so that the horse steps forward and does not reach you with his back foot, wanting to get rid of the pressure. Recall him for the lead so that the head turned slightly towards you, so it will be easier for him to yield to the pressure and harder to hit you.When working on yielding in front, you will most likely find that the horse will move forward or backward instead of yielding.If the horse is coming forward, stand a little closer to his head and try to wrap his head around the outer shoulder to you. Praise the slightest movement in the right direction! If the horse moves back, move back a little and give commands more gently. Ask him to first just turn his head away from you, generously praise, and then push back the neck and only then the entire front.0026

Video:

Porcupine game (Squirrel and Ekaterina Lomeiko)

3 — «Guiding game».

Horses play the Guiding Game with each other all the time. They give a tense look, lay their ears back, flap their tail, or lift their hind leg to say, «If you don’t move, I’ll bite or hit!»
This game follows the Porcupine game as first the horse must learn to yield to your physical pressure. nine0025 (This is really extremely important, because it happens that there is no room for making a gesture or the horse simply does not see it. Also, the Porcupine Game is a good test if the first game is passed, if the horse allows you to touch him everywhere. Approx. transl. )
. In doing so, you develop a «language of requests.» The horse is aware that if he does not obey your easy request, he will face physical pressure, waving the rope, stick or your hand. This game is about teaching the horse to move without touching it. nine0025

If the horse does not move after giving the command, touch the her until she ALWAYS yields. There is a clear boundary here as to what the horse actually understands. If you hit a horse as punishment, he won’t trust you and is more likely to fight back. Horses don’t understand punishment. They only understand the negative consequences. nine0025 (For the difference between punishment and negative consequences (negative reinforcement), see Karen Pryor’s Don’t Growl at the Dog) . The big difference is that the negative consequences come immediately after the behavior and are not accompanied by «gross emotions». If you tell the horse to move and he doesn’t, he is confronted with a mechanical cause that makes him move, the horse learns to give way faster. This is her duty. She will not be offended by you and will move faster the next time or the third time. nine0003

The worst thing you can do in this situation is to deceive the horse, not to insist on your own with the help of physical pressure. The horse will understand that if it does not follow the command, then you will not insist anyway, and will completely cease to respect you. She knows that if you don’t make her move, i.e. in response to your actions, she can simply stand — which means she is the leader. The horse must know that the leader does not cheat. You need to be as honest and dominant as your horse would be. nine0025 (Horses learn to release pressure. If we give the command and release pressure before the horse gives the correct answer, even if we accompany it with the words: “shame on you??” or “no, she will not give in!”, the horse understands .

To play the Guiding Game, try to send the horse back by waving your hand at it as if you were shaking off water. Move its front half towards its eye, and the back half by swinging the lunge towards the horse’s hind legs, you can even slap the horse at first. Be out of reach of her «means of resistance» at all times. Use the lunge to propel her while standing at her shoulder. Pet her when she has made the right move. Play this game until one intense look from you is enough to move the horse’s hind legs. nine0003

Video:


4 — Yo-Yo game.

With this game, you teach your horse to approach and move back and forth in a straight line. At first, the line, of course, will not be straight, but you need to strive for this. Many horses willingly approach, but want to move back only by turning around. Others easily move back, but you have to literally force them to pull them towards you. Consider moving backwards as the first yo and approaching you as the second yo. The Yo-Yo game balances them out. nine0041 To play it, run a snake along the line to force the horse to back away from you.

Start slowly, then increase the wave until the halter begins to dance and the horse feels discomfort that forces his legs to move. If the horse immediately begins to retreat back, immediately stop the waves along the line, letting him know that he did the right thing. Start slowly again. Send a small wave along the line until the horse backs off again. Continue until the horse can clearly perform the exercise. First ask for one or two steps, then more, until the horse is moving the full length of the lunge. nine0003

Now beckon her back. With gentle movements, try to pull the cord towards you, in rhythm. Don’t pull it tight, but sort of smooth it with your hands, finally making a pulling motion to gently show the horse what you want. Work on this game until there is enough light flick of the line to send the horse back and smiles and lowered hands to lure him back.

(Different trainers teach the rein back in different ways, some use the stick as an extension of the hand, which is very convenient, because to perform the exercise we do not need to fit our space into the space of the horse. There are three ways here: 1) “tap” stick in the air above the lead, then lightly touch the lead, then tap … if the horse does not respond to this, then you can tap on the knot that attaches the cord to the halter. 2) the stick is taken like a ski stick and we start to go to the horse, waving the stick so that its lower end touches the horse’s chest if it does not back down. 3) the stick is taken in front of us, we go to the horse and outline a semicircle with the stick — the border of our space closest to the horse, approaching it. If the horse is standing still, the stick will hit him on the top of his legs. Do it carefully, you don’t need to beat the horse! Note. trans.)

Video:



5 — Spinning Game.

Many people think it’s like lunging, but the Spinning Game means so much more. This is a moral exercise as much as a physical one, since the horse understands that he must keep the pace and direction you set until you give the command to change it. (During normal lunging, of course, the horse must also not change gait or direction on its own. The point is that the Circle Game is a combination of the Guiding Game, Yo-Yo and leading the horse in a circle. This game is not designed to train the horse on the lunge , what matters here is how she moves around the circle and how well she responds to light commands given from a distance.0026

To play the Spinning Game, place the horse facing you. Use the Guiding Game to turn the front half of the horse away from you. When you signal to move, stand still, don’t use the whip, don’t keep your hand up all the time, don’t turn your body — just stand.

When you decide it’s time to stop, turn the horse’s nose towards you again. Then rotate her hind legs using the Guiding Game. The big secret is that when the horse does what you ask, leave it alone! When she starts doing something you don’t want, take action. Every time she tries to change speed or direction, lure her towards you and send her back again. Gradually, she will remember that by walking in a circle at a given speed, she gets comfort. You need to ask the horse to complete a minimum of 2 and a maximum of 4 circles around you. If the horse describes 2 circles without help, this shows his respect and willingness to listen to you. After 4 laps the horse starts to get bored. If you want to get more than 4 laps from her, play this game with her on uneven ground, put some obstacles, let go of the rope each time for a different length. Remember to look at it from the horse’s point of view. Let this game remain interesting for her. nine0003

Video:


6 — Acceptance.

The better your horse moves backwards and to the sides, the better he will do everything else. Not only does this game keep the horse in top physical shape, it can also be used to calm the horse down and start using its mental abilities for training.

At first, this game will require a wall. The wall will tell the horse that it is not necessary to move forward while he understands what you want from him. A 4m lead and a whip are all you need to get started. Acceptance is the same Guiding Play combined with the Porcupine Play, i.e. send the nose, then the hind legs, again the nose, again the hind legs — and so along the entire wall. nine0003

Soon the horse will understand and try to move with front and hind legs at the same time. If the head turns too far, the hind legs must be adjusted. Be careful not to pull her head towards you if she moves too far. Practice until the horse begins to mimic the acceptance equally well to the right and to the left, evenly and smoothly. It is usually easier for horses to take in one direction.

(This is the Parelli method, however, horses understand very well when the pressure is directly on the middle of the body in the girth area. You can apply physical pressure, as in the Porcupine Game, or you can move the body away with a gesture, as in the Guide. on itself, pressing from the outer side with a cord wrapped around the body. Note transl.)

Video:


7 — Squeeze Game.

Naturally claustrophobic, horses hate narrow or cramped spaces. This game will allow the horse to overcome such fears. She will learn not to panic and not to overcome narrow passages in one jump.

Stand near the wall. Stand at a distance of about 4 m from her. For some horses, even this will seem too narrow a passage, so move even further if necessary. As the horse begins to calmly pass into such a passage, move half a step closer to the wall until you come within 80-90 cm. Please note that on the other side of the «passage» nothing interferes with the movement of the horse. Having passed the passage to one side, let the horse turn around and pass it on the other side. Practice it first at the walk, then at the trot, and then at the canter. When the «stage is passed», try to send the horse to the horse carrier, and not lead it there!

(This game is also useful for the horse to pass under low branches, go to the sink, etc. After working on one side, do not forget to stand on the other side of the horse and do the same again. Remember that you have two horses, left and right, with the right one often harder to train, so be prepared to start over from the beginning.Be patient and move forward in small steps.The «problem» side should be worked on 70% of the time, with «light» — 30%. Approx. transl.)

Video:

Visit to the explosive body (Zvezda and Natalia Gerasimova)

How long should you play?

Until agreement is reached with the horse. The horse should play these games confidently, be calm and attentive until you decide to end the session. It may take 2 minutes, or it may take 2 hours. If you teach your horse these games at the very beginning, it will make life much easier for you in subsequent training. nine0003

7 games suppress resistance in the horse. Even in other situations, you will suddenly see her answers that you did not expect. They solve many problems, because they bring up courage, intelligence, calmness in the horse and help maintain good physical shape.

These games provide a language for communication and a basis for the skills on which all horse training is built. A true horseman, adhering to the principle of «natural relations» (Natural Horsemanship), does not spare time for the development of his horse: he does not try to «cut the path» and does not use artificial devices. Mechanical controls are unnatural and represent the «path of power». As you begin to better understand the horse, you will find out the answers to many of your questions, you will learn how to work on yourself in order to become a real equestrian! nine0003


Photos and videos: Anna Mazina, Maxim Mazin, Ingra, Ekaterina Lomeiko, Natalia Gerasimova.

Original text at www. parelli.com.

7 games by Pat Parelli. The first game is friendly.

Julia Khudyakova

7 Games Pat Parelli

This article is a translation from Pat Parelli’s official website http://www.parellinaturalhorsetraining.com.

Game #1: Friendly game. nine0003

Pat Parelli

Note that this game is the first in a series of the Seven Games and its role is very important in establishing leadership as well as building language between you and the horse and this works with any horse.

The Friendly Game is the first of the Seven Games because a good first impression is a powerful foundation for building a partnership with a horse. When you want to get to know someone, how would you approach them first? I like to think of the presentation of the horse in such a positive way, as if it were a different person. nine0003

Unfortunately, horses are often attacked and insulted during the first stage of acquaintance with the human world. People trap horses, force them, tie them up, blind them, throw saddles on their backs and ride them by force.

Let’s imagine for a moment that the horse has already been ridden. Most riders immediately «take the bull by the horns» and ride the horse as if no training was necessary. Then they kick the horse to start a walk, pull on the reins to stop it, and jerk the horse sideways to turn. If the poor horse objects and misbehaves in this kind of treatment, it is customary to use a number of painful devices to subdue the horse. The device can close the horse’s mouth, tie its head, keep the horse’s body in a «knot», or provide more leverage for the rider to correct this behavior and keep the horse in submission. nine0003

In my opinion, the bridle and «chains» around the horse’s mouth are very cruel devices. But, hey, that’s normal, «it’s always been that way» and thus very few people ever question what’s done with horses. But think about it, even with a little playing the Friendly Game, much of that mechanical equipment and the militaristic attitude that comes with it can be avoided for a more positive and reliable outcome!

I believe that if people could see things from a horse’s point of view, and if they knew of an alternative way to get results, they would choose that way. nine0003

Force not needed.

Photo taken from the source of article

Horses should not be forced to behave as a human being should. We can persuade them naturally to become willing partners with us. These Seven Games were developed as a result of observing how horses communicate with each other. This system allows you to find out not only what game and when to play, but also for what purpose, in order to become even closer and more understandable to the horse.

So Game #1 is the Friendly Game. This is without a doubt the most important of the Seven Games. You must play it with your horse every time before any practice, and then you must continue to play it before, during and after each of the other Seven Games. You can play the Friendly Game with your 12-foot rope, with a whip, with a plastic bag on the end of a stick, with a seat cushion, with your bare hand, or whatever is currently available. We play from the tip of your horse’s ears, around the head, at the mouth, all over the body, all over the legs to the end of his tail. nine0003

To emphasize the power and importance of the Friendly Game, let me give an example of conquering a horse that has never been ridden.

I mean the following:

I can see the end result. I am on the horse’s back, I am happy and relaxed, and the horse is happy and not tense.

I’m going to ask permission to trust me completely and not to make assumptions. I am going to prove to this horse beyond any shadow of a doubt that I am friendly and trustworthy. nine0003

I begin by rubbing, stroking the horse in a joyful way wherever the horse will let me. I start in these areas and work my way up to areas where the horse is stressed. The horse tells me: “Wait! I don’t know you well yet to entrust these places!» I take note of those areas and I use them to give an idea of ​​how far we are progressing in trust. When the horse is no longer defending himself, he tells me that he trusts his body in my hands.

Then I increase the stimuli to see how far the horse can stand still. Some horses are well behaved as long as things are slow and quiet. People teach each other to be quiet and «sneak» when horses are around. I do the opposite. This technique will actually keep the horses in good shape and courage against fear and inconstancy, nervousness. nine0003

I swing the ropes. I skip the rope around and up. I bounce. I move around until the horse loses sensation. There is a smile on my face all the time, I demonstrate «not a threat» with a relaxed body language. Pretty quickly the horse is convinced that I’m safe. She can be quite frightened until the horse includes positive emotions and an analysis of the experience of repeating my actions. And I see it.

I persist, continue provoking, until the horse becomes confident and relaxed, relaxed. nine0003

It is not fair to stop in the middle of a game and leave the horse feeling frightened. Life for a horse, as a prey animal, is a scary enough thing in itself, and the horse is often in tension, on the alert in order to survive. We must teach the horse to overcome his innate fears and skepticism if we are to make the horse our partner. And the first step in this is that I have to prove to the horse that I am a friend, no matter the situation or whatever is in my hands. nine0003

As soon as I feel that the horse is making a mental change and is beginning to look at me differently, lowering his head and relaxing the muscles of his neck, body, only then will I begin to take the next step and ask permission from the horse to jump on his back.

This photo is from Pat Parelli, source of the original article

The horse’s back is a completely new area that needs even more friendly play and desensitization (desensitization, blunting of self-preservation instincts, fears). But since I started on the ground, most of the work has already been done. Within a very short time the horse will allow me to lie on his back, kneel on him, even stand on him, and only then will I fork my legs over his back. This is actually the most vulnerable position ( approx. translation . since it resembles the pose of a predator, hugging the victim with its paws).

This whole process was just a friendly game. If I get this right, everything else will come quickly and easily because I have won the trust of the horse. While I was pushy, I never invaded a horse without asking permission. I never acted like a predator.

Horses are amazingly adaptable animals and very quick to make changes in their mind and behavior, probably faster than any other living creature. nine0003

Here are some points to make it easier to benefit from the first impression with a horse in the Friendly Game:

  • Keep the rope away from the halter attachment and relax.
  • Don’t even look at the horse and don’t ask for anything yet. Most people grab the horse short and hold on tight. They want to win immediately, tie the horse or lunge, and often without any warning or permission. This will give the opposite impression on the horse, the horse distinguishes between rudeness and calm respect. nine0008
  • Learn to give the horse a soft look.
  • Smile and have relaxed and friendly body language. Sometimes when people are a little scared, it’s hard to do, but it will earn you big points. Direct eye contact can be very threatening to a horse, and if you become aware of this, you will begin to notice that many horses do not look at the person. They look away. As the horse becomes more confident in the Friendly Play process, he will actually be able to look at you, ears forward and with intense interest. nine0008
  • Make your time together as fun for your horse as it is for you.

Horses love to rub and scratch and bite and chew each other. Learn to pet a horse like another horse, not to pat them. Find her itchy spots (where it feels good to be scratched). Be sensitive to areas where the horse feels vulnerable, use the «approach, contact and retreat» principle to help the horse trust you and your hands to touch these sensitive areas. First of all, don’t be impatient. The progress in working on trust will be when, finally, you can touch, stroke the horse everywhere, even under the tail. You cannot call it. You must get permission by being friendly. nine0003

  • Understand that you are already doing most of the Friendly Game.

This could include feeding, bathing, brushing, grooming, offering carrots, or just visiting in a paddock. Horses will often fall in love with their grooms who look after them and learn to resent the rider, because the rider always creates only tension with demands for work. Friendly Play is the cornerstone of a healthy relationship with your horse. This is the essence of everything we do in the Parelli program. nine0003

  • Try to be more provocative. Gain experience in Friendly Game.

Once you can touch your horse everywhere, use Friendly Play to desensitize your horse to potentially startling things. It could be swinging ropes, rain coats, seat cushions, umbrellas, bicycles, rolling balls, flying saucers, hot air balloons, people running, jumping, skipping, bumping, climbing fences, or noises such as people clapping , bags canisters, cars and trucks. Change the game endlessly. Use your imagination to help your horse understand that new things are not a threat. As soon as she becomes convinced of safety, the fear will disappear. She will begin to notice how you feel about potentially frightening things. If the horse respects you and you show no fear, the horse will follow your lead. nine0003

Reinforcements Not Rewarded.

Punishment and reward do not work on horses. Punishment often carries with it an attitude of anger or displeasure and horses feel it as predatory.

The punishment usually comes too late and the horse then cannot associate it with the unwanted behavior. Even worse, a person may want to punish a horse for misbehaving when, in fact, the horse is really only afraid of the person — instinctively. nine0003

What really works is positive and negative reinforcement. I like to use the analogy of an electric fence. Shock is a negative reinforcement. He doesn’t have any emotions. If the horse touches it, he gets an instant message that it is a mistake. She can only blame herself. When the horse moves his nose away from the electric fence, he gets instant relief.

When using this type of reinforcer, it will cause behavioral changes, as opposed to punishment, which will eventually cause the horse to be offended or turn it into a game. nine0003

There are two types of positive reinforcement — rhythmic movement (stroking) and neutral (let go of the horse, live, rest), there are two types of negative reinforcement — rhythmic pressure and steady pressure.

If a horse tries to bite your hand and you turn to slap it because of it, the horse will usually «dive» back and win the game. Instead, if the horse starts to bite and you can only swing your elbow at just the right time, preferably without looking at the horse, then the horse bumps its nose against your elbow. This is a negative reinforcer and the horse must encounter it several times before the behavior changes. nine0003

The positive reinforcement is also immediate, while the reward comes after the fact. I have often made a comment to the horse that I acknowledge, approve of the slightest attempt, and this is the moment in which the correct behavior is fixed.

Friendly Play can be used in the form of release and relaxation; without even having to touch the horse, just relieving pressure.

Or we should rub, pet the horse, especially when playing the Porcupine Game (Game #2), pressing the horse with the fingers to ask the horse to yield. It would be like this: «friction, pressure, the result of pressure, and again friction.» This effectively erases any negative feelings the horse may have when we put physical pressure on him. This will help the horse understand that what you are asking him with the Porcupine Game is not threatening the horse. nine0003

Kindness without control provokes bad consequences. There are many levels where the pet «enslaves» the people who feed the horse, people who, while offering great kindness, do not receive respect from the horse.

These horses have learned that people are not dangerous and so they try to dominate, move them, push, pinch, chase or pull people around.