Comparison

All 22 Football vs fantasy football: what each format actually asks of you

Fantasy football is about information: who is healthy, who gets targets, who to start this week. All 22 Football is about construction: how to spend 22 starting jobs on one pool of 1,025 bodies so the season holds up. Same sport underneath, completely different job for the person playing it.

Comparison · 8 min read · Updated 2026-10-13

Both formats hand you a roster and a season, and that is where the similarity ends. Fantasy football turns real players' weekly stat lines into points and asks you to manage a lineup through it. All 22 Football turns 1,025 Pokémon into applicants for 22 starting jobs, grades how well each one fits, and simulates a 17-game season from the finished board. One game is a weekly information diet. The other is a single hard decision repeated 22 times.

The core difference in one sentence each

Fantasy football

You own the outcomes of real players and decide each week who is worth starting, then live through sixty minutes of football hoping the touches land where you put them.

All 22 Football

You own twenty-two starting jobs rather than twenty-two players, so every pick is judged against the job it fills — and the season is settled in one click once all 22 slots are full.

That difference explains almost everything else. Fantasy managers are rewarded for processing news quickly: a practice report, a snap count, a depth chart change. All 22 Football rewards a structural decision made once, and it penalises the instinct that wins fantasy leagues — chasing the best available name — because name value is invisible to the grader.

Rules, side by side

How the two formats are actually built
RuleFantasy footballAll 22 Football
Roster sizeUsually 15-17 spots for about 9 weekly starters22 starters, no bench, no taxi squad
PoolRoughly 300 relevant players, from a 32-team league1,025 bodies, generations 1-9, or 151 in the Gen 1 format
How points are earnedReal stat lines: yards, touchdowns, receptions, kickingSlot grades: six base stats, body-type fit and typing per job
Weekly managementStart/sit calls, waivers, streaming defences, tradesNone. The board is final when the season starts
Season shape17-18 weeks of head-to-head matchups and a playoff bracket17 games against a schedule that gets harder every week
What you compete againstOther managers' lineups and their luckA strength-of-schedule curve built from your own board grade
Sample sizeOne season, roughly 17 scoring weeks per playerAny number of seasons: rebuild the board and re-simulate
SetupLeague, draft slot, waiver budget, league matesOne browser tab, no account, board saved locally

The most underrated line in that table is sample size. A fantasy manager gets one season and one set of results, so a bad week or an injury is indistinguishable from a bad process. An All 22 board can be simulated hundreds of times in a minute, which means the record you see is a distribution rather than a verdict — the maximum-grade Gen 1 board averages 9.8 wins and still produces a losing season in roughly one run out of four.

What a manager actually controls

Fantasy football is a control exercise spread thin. You control which nine-ish bodies start, which ones sit, and how you use waivers and trades; you do not control usage, injuries, weather or the opponent's scoring outburst. Most of the craft is in reading the situation faster than your league mates and resisting the urge to overreact to one Sunday.

  • Fantasy decisions: draft (15-17 picks), then weekly start/sit calls, waiver claims and trade offers — dozens of small levers with partial information.
  • All 22 decisions: 22 assignments, all made before the first snap, with full information about every applicant. There is no waiver wire and no injury report.
  • The catch: in All 22 Football a single mis-spent slot is permanent, while a fantasy mistake is usually recoverable next week.

The full-information part is what makes All 22 Football feel like a puzzle instead of a prediction market. Every body's stats, height, weight and typing are visible; the grader is deterministic; the only unknown is the season itself. You can prove to yourself that Snorlax is worth 67 at defensive tackle and 28 at receiver, which is a very different feeling from arguing about whether a receiver will see nine targets.

Scoring: stat lines versus slot grades

Fantasy scoring is additive and granular: 0.1 points per rushing or receiving yard, six for a touchdown, one for a reception in PPR, three or four for a field goal. Your weekly total is the sum of twenty or so stat lines, and the winner is whoever sums higher. Because scoring is continuous, one huge performance can beat a well-built lineup — the highest-scoring team in a twelve-team league regularly loses a week to a 140-point afternoon.

All 22 scoring is compressed into two numbers and a small game-day roll. Your board produces an offense grade and a defense grade; the simulation converts those into points scored and allowed, then decides each of the seventeen games with a narrow random band. There is no single-player outburst to win you a week, and no way for one slot to carry the board: moving one defensive tackle from a 47 to a 67 raises the overall grade by under a point, which is exactly how real roster building behaves.

Where fantasy football is more fun

  • Live stakes: nothing in a simulator matches a fourth-quarter drive where you need eleven yards from one specific player.
  • Other people: trash talk, trades, league history and grudges are the real product of fantasy football, not the scoring.
  • Weekly rhythm: a reason to care about every game on the slate, every week, all season.
  • Constant novelty: news moves, roles change, and the league is different in November than it was in September.

Where All 22 Football is more fun

  • Total authorship: the board is entirely yours. No injuries, no committee backfields, no weather — only your 22 decisions.
  • Instant iteration: change one slot and re-simulate; learn the grader's logic instead of guessing at it.
  • Depth instead of breadth: 1,025 applicants and nine generation pools, including a Gen 1 mode where the heaviest body in the entire pool weighs 460 kg.
  • Chasing the perfect season: a maximum-grade board goes 17-0 about once in 500 seasons, and a Gen 1 board about once in 3,000 — a long, honest tail to hunt.
  • No commitment: no league, no account and no schedule. A finished board exports as a lineup card you can publish to the community wall.

There is also a lesson in the game that fantasy football tends to hide: scarcity is positional. In Gen 1, seven jobs want a body of 120 kg or more, only one body clears 400 kg, and the offensive line has to be assembled out of 100-120 kg leftovers. That is the same squeeze that makes a real draft difficult, and it is much easier to feel when you can see every applicant's weight in a table.

If you want the purest version of the construction test, play the 17-0 challenge: one board, one shot, no trades. For the coached version, the snake draft adds a region and type restriction so two players cannot both take Snorlax.

Which one should you play?

  1. Step 1

    Play fantasy football if you like following people

    You enjoy the news cycle, the weekly start/sit argument and the social side of a league. The craft you are developing is information processing under time pressure.

  2. Step 2

    Play All 22 Football if you like solving systems

    You would rather understand why a 460 kg body is a nose tackle and not a receiver, and you want to see the answer immediately instead of waiting for Sunday.

  3. Step 3

    Play both if you want the full picture

    Fantasy teaches you what a player does with an opportunity; a 22-slot board teaches you what a roster needs before anyone touches the ball. They use the same vocabulary and reward opposite instincts.

Try the format that has no waivers, no injuries and no excuses

Fill 22 slots from 1,025 bodies, simulate a 17-game season, and find out what your board is really worth.

Is All 22 Football a fantasy football game?

No. Fantasy football scores real players' weekly stat lines and asks you to manage a lineup every week. All 22 Football grades how well a body fits each of 22 starting jobs, then simulates a full 17-game season from the finished board. There are no waivers, no weekly start/sit calls and no real stat lines involved.

Which format takes more time?

Fantasy football costs an hour or two to draft and then 30-60 minutes a week for most of a season. A complete All 22 board takes about ten to twenty minutes, and the season simulates in one click — but a player who gets hooked on the perfect-season chase will spend far more than that rebuilding boards.

Does All 22 Football use real player stats?

No. Every body in the pool carries six base stats, a height, a weight and a typing, and each of the 22 jobs weights those differently. Roughly 62% of a grade comes from the weighted stats, 28% from how the body type fits the slot's height and weight band, and 10% from typing.

Which game is harder to win?

They test different things, so the honest answer is that All 22 Football is harder to win repeatedly. Fantasy football has a shorter feedback loop and a lot of opponent luck; a 22-slot board gives you full information and punishes construction errors over thousands of simulated seasons, so a weak board shows its ceiling immediately.

Can I play All 22 Football without knowing fantasy football?

Yes, and the format is arguably an easier entry point. There are no scoring rules to memorise, no waiver deadlines and no injury reports — just 22 jobs, each with a visible height and weight band, a set of stat weights and a typing preference. The board is the rulebook.

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