GELLYBALL GAMES & RULES at steeltown
Learn the rules, game types, and safety guidelines before you play.

OUR Gellyball GUIDELINES

Gellybal Rules & Regulations for Steeltown Event Park

Gellyball uses lightweight blasters to shoot soft, water-based gel balls (gellets) at ~100-150 fps — ultra low-impact, no pain, no stains, no mess — perfect for ages 6+ (some venues allow 5+).

Violations of safety rules result in referee penalties, up to removal from play or the facility.

Full goggles/masks must stay on at all times in the playing area. No exceptions — remove it and you're out for the session.

Keep blaster pointed down or muzzle up when not firing. Never look down the barrel. No dry-firing outside the field.
Only shoot in active games. Never fire at refs, spectators, or anyone without eye protection.
No point-blank shots under 5-10 feet (referee discretion). Offer surrender if close — if refused, aim low or pass.
When hit anywhere (including clothing/gear), raise blaster overhead immediately and yell "hit!" Exit to safe/dead zone quickly — stay out of play.
Zero tolerance for pushing, shoving, tackling, or rough play. Gellyball is non-contact.
Feet-first sliding only (if allowed). No diving, barrel rolls, or aggressive moves that risk injury or equipment damage.
Refs enforce fair play. Disputes go to them. Argue or ignore calls and risk removal from game or park.
Call hits honestly — no wiping gel or pretending misses. Play fair for everyone's fun.
Communicate with teammates. Share the action — it's about safe excitement, not aggression.

SO MANY SAFE WAYS TO PLAY GELLYBALL

Standard GellyBall Rules & Game Modes

Gellyball (also known as gel blaster or orbeez gun battles) is a safe, fun activity using gel ball blasters that shoot soft, bursting gel balls. These modes are designed for 8-20 players, outdoors or in large indoor arenas (e.g., fields, warehouses, or airsoft fields).

Standard rules apply to all:

Rules
Description

Equipment

Semi/full-auto gel blasters (200-300 FPS), unlimited gel ammo (pre-hydrated), eye pro, jerseys for teams.

Hit rule

Full torso/arms/legs hit = elimination (headshots optional, but safe). Partial hits don't count.

Medics

Optional role (1 per team) can revive in 5 seconds.

Time limit

15-20 minutes per round (adjustable).

Scoring

Standard target: rings from outer (low) to inner bullseye (high); killshot (small blue) for extra points on specific throws.

Constant re-insertion:

Instant respawn for all modes except TDM.

EXPLORE THE GAME MODES

Gellyball Game Modes
& Rules of Play

Team Deathmatch
Capture The Flag
Castle Defense
King Of THe Hill
Infection
RING LEADER
Detailed Rules: Team Deathmatch
TEAMS
Objective
Respawn (Constant Re-insertion)
Win Condition

2 teams (equal)

Eliminate enemy players

No (one life per player)

Last team with players standing

  • Setup: Divide field into open combat zones with cover (barrels, walls). Spawn points at opposite ends.
  • Play: Pure frag fest. Players spawn once at start. Eliminated players spectate or assist as spotters from safe zone.
  • Scoring: None—pure elimination.
  • Twists: Power-ups (double speed vests) spawn randomly for grabs.
  • Why fun for Gellyball: Intense, short bursts of action; emphasizes accuracy over spam.
  • Map idea: 50x50m field with trenches and bunkers.

Detailed Rules: CAPTURE THE FLAG

TEAMS
Objective
Respawn (Constant Re-insertion)
Win Condition

2 teams

Steal enemy flag and return to base

Yes (Instant)

3 flag captures OR most flags at time

  • Setup: Each base has a flag (bright cloth/pole) 100m apart. Neutral middle zone.
  • Play: Grab enemy flag, return to your base without being hit. Dropped flag resets to base. Teammates can block/defend.
  • Scoring: 1 point per capture.
  • Twists: Fog/smoke for stealth runs.
  • Respawn: Instant at base.
  • Map idea: Forested area or urban ruins with paths and chokepoints.
Detailed Rules: Castle Defense
TEAMS
Objective
Respawn (Constant Re-insertion)
Win Condition

Attackers vs Defenders

Attackers breach castle; Defenders hold it

Yes (Instant)

Attackers capture core OR hold 10 min

  • Setup: "Castle" = central fort (tents/walls) with a core flag/objective. Attackers spawn waves from outer edge; Defenders inside.
  • Play: Attackers (2/3 players) breach walls, touch core = partial success. Defenders hold core.
  • Scoring: Attackers: 1 pt per breach, 5 pts full capture. Defenders: 1 pt per minute held.
  • Twists: Defenders get turrets (fixed blasters); Attackers get explosives (smoke bombs).
  • Respawn: Instant for Attackers at outer edge; instant for Defenders inside castle.
  • Map idea: Hilltop fort with ladders/ramps.
Detailed Rules: King of the Hill
TEAMS
Objective
Respawn (Constant Re-insertion)
Win Condition

2+ teams

Control central hill/point

Yes (Instant)

Most control time OR 50 points first

  • Setup: Central "hill" = marked zone (10x10m circle/platform) with high ground.
  • Play: Last team/player in zone earns 1 point/sec. Multiple teams OK for chaos.
  • Scoring: First to 50 points or most at time end.
  • Twists: Hill rotates locations mid-game; beacon lights active zone.
  • Respawn: Instant at random edges.
  • Map idea: Open field with one elevated mound and scattered cover.
Detailed Rules: Infection
TEAMS
Objective
Respawn (Constant Re-insertion)
Win Condition

Humans vs Infected

Humans survive; Infected convert all

Yes (Instant)

All humans infected OR humans survive time

  • Setup: Start with 1-2 "Patient Zero" Infected (orange vests). Rest Humans (green).
  • Play: Hit human = they become Infected (switch vest, yell "Infected!"). Infected crave brains (gel balls).
  • Scoring: None—survival.
  • Twists: Humans get speed boosts; Infected get melee "bites" (tag rule).
  • Respawn: Instant for Humans at safe zone. Instant for Infected at edge (horde spawn).
  • Map idea: Maze-like warehouse with dark corners for ambushes.
Detailed Rules: Ring Leader
TEAMS
Objective
Respawn (Constant Re-insertion)
Win Condition

2 teams

Collect and return colored rings to your cone; steal from enemy cone

Yes (Instant)

Most rings collected when time expires

  • Setup: Players split into 2 teams (e.g., red vs blue jerseys). Each team starts at opposite sides of the field ("net" area—use a central dividing line, fence, or marked zone if available). Place multiple sets of colored rings (e.g., hula hoops, plastic rings, or bright discs in 3-5 different colors) scattered randomly across the neutral middle area. Each team has a designated cone (or bucket/marker) at their starting side as the collection point. Teams are given a fixed number of lives each (e.g., 5-10 lives per player, or shared team lives; track with armbands/patches removed on hit).
  • Play: Teams rush to collect rings from the scattered piles and return them to their own cone. Players can carry only one ring at a time. If a player is hit, they lose their current ring (it drops where they were hit and can be picked up by anyone), return to their spawn side for instant respawn, and lose one life. Once a player's lives are depleted, they are out for the round (or spectate). Teams can raid the enemy cone to steal one ring at a time from it (must physically grab and return it to their own cone without being hit). Dropped rings in neutral zone are fair game for anyone.
  • Scoring: Each ring in your cone at the end counts as 1 point (or per color set if using multiples).
  • Twists: Certain colored rings worth more points; time-limited power-ups for faster movement or temporary shields; rings can be "locked" in cone after placement (can't be stolen once in cone for 30 sec).
  • Respawn: Instant at your starting side (after losing a life).
  • Win Condition: When time expires (e.g., 10-15 minutes), the team with the most rings in their cone wins. Ties broken by sudden-death overtime or most lives remaining.

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