Explainer

What is all 22 football? The film angle, and the game built out of it

The all-22 is a camera angle, not a highlight package: one high, wide shot that keeps all 22 players in frame for the entire snap. All 22 Football takes that idea and turns it into a draft board — 22 starting jobs, 1,025 pickable Pokémon, one season to simulate. This page covers where the term comes from, how it became a roster game, and exactly what the board grades.

Explainer · 9 min read · Updated 2026-10-13

Watch a professional football game on television and the camera follows the ball. That is the right call for entertainment and the worst possible way to judge a team. On a normal broadcast, the moment the ball is snapped the frame crops down to the quarterback and the two or three defenders closest to him, which means you never see the safeties rotate late, the backside guard pull, the slot corner blitz, or the receiver running open on the far side of the field. Coaches never had that problem, because coaches watch the all-22.

The name is just a headcount: eleven offensive players plus eleven defenders, all visible in the same frame, on every snap.

What the term means in a film room

An all-22 cut is shot from high in the press box or from the end zone, wide enough to hold both sidelines, and it never cuts away. You watch the whole play develop as a system: the offensive line's first step, the linebackers' depth, the corner's leverage, the safety's angle. The point of the angle is not to admire a throw. It is to see the twenty-one players who had nothing to do with the throw and figure out why the throw was there in the first place.

  • Broadcast angle: tight, ball-first, and it hides coverage. Great for replays, useless for evaluation.
  • All-22 (coaches film): wide, stable, both units in frame for the full snap — the angle used to grade assignments.
  • End-zone angle: the vertical companion, which shows gaps and depth that the sideline view flattens out.
  • Why it matters: a player can look excellent on television and be the reason a play failed, and the all-22 is what exposes that.

Timeline: how one camera angle became a game format

  1. Step 1

    Coaches-only era

    For decades the all-22 lived inside team buildings. Film was traded, copied to tape and broken down by assistants who graded every player on every snap. Fans saw it only in the occasional coaching documentary.

  2. Step 2

    2012 — the doors open

    The league put Coaches Film into its fan-facing Game Rewind package, priced around $70 for the season. For the first time the same wide angle the staff used was available at home, and the announcement was treated as a landmark for people who wanted to watch football like a coach.

  3. Step 3

    2013-2017 — film culture

    With the angle available, a generation of analysts built audiences out of coverage breakdowns, route concepts and line play. Quoting a safety's leverage in an argument about a quarterback stopped being a niche habit.

  4. Step 4

    2018-2023 — the fantasy crossover

    Fantasy and betting audiences started using the same language: target depth, separation, pressure rate. The all-22 became the background of everyday football talk rather than a coaching secret.

  5. Step 5

    2024-2026 — the board

    Roster simulators took the next step and made the count itself the game. If the all-22 is 22 players judged together, then the game is 22 slots judged together: eleven on offense, eleven on defense, no substitutions.

  6. Step 6

    Today — 1,025 bodies, 22 jobs

    All 22 Football runs the whole idea in a browser tab. You draft from 1,025 Pokémon across nine generations into the 22 starting slots, then simulate a 17-game season against a strength-of-schedule curve.

How an angle turned into a roster game

The translation is almost literal. The all-22 shows twenty-two players doing twenty-two different jobs, so the board gives you twenty-two slots that each demand a different body. Eleven offensive jobs: quarterback, running back, two receivers, tight end, five linemen and a kicker. Eleven defensive jobs: two edge rushers, two interior tackles, three linebackers and four defensive backs. A body fills one job and only one job, which is where the strategy comes from — there are no rotations, no packages and no second chances.

That single-jobs rule is what makes the count meaningful. On a real roster, a great interior lineman can cover a weakness at guard because he plays 60 snaps at one spot. On this board, every pick you spend is a pick you cannot spend somewhere else, and the grader is checking twenty-two different sets of weights at once. The pool is the biggest variable: the full pool is 1,025 bodies from generations 1 through 9, but you can lock the board to Gen 1 and play with just the original 151.

The 22 jobs and what each one grades

Each slot reads six base stats through its own set of weights, then adjusts for body type and typing. The bands below are the frames the model treats as ideal — a body at the middle of a band scores 100 on that component, and a body outside the band scores zero for it no matter how good the stats are.

Every starting job, the stats it leans on most, and the frame it wants
SlotGrades mostIdeal frame
QBsp. attack 45%, speed 20%, attack 15%1.5-2.1 m, 40-130 kg
RBspeed 45%, attack 30%, hp 15%0.8-1.5 m, 25-80 kg
WR1 / WR2speed 50%, sp. attack 25%, attack 15%1.0-1.7 m, 20-70 kg
TEattack 35%, sp. defense 25%, hp 20%1.4-2.1 m, 60-220 kg
LT / LG / RG / RTdefense 35%, hp 30%, attack 20%1.6-2.4 m, 120-960 kg
Cdefense 40%, hp 30%, sp. attack 15%1.5-2.3 m, 110-960 kg
Khp 35%, defense 30%, sp. defense 20%0.3-1.0 m, 3-45 kg
LE / REattack 40%, speed 25%, defense 20%1.4-2.1 m, 80-300 kg
DT1 / DT2defense 40%, hp 30%, attack 20%1.6-2.6 m, 150-960 kg
LOLB / ROLBattack 35%, defense 30%, speed 20%1.2-1.9 m, 60-190 kg
MLBdefense 35%, attack 30%, hp 20%1.2-1.9 m, 60-210 kg
CB1 / CB2speed 50%, sp. defense 25%, hp 15%0.8-1.5 m, 20-70 kg
FSspeed 40%, attack 25%, sp. defense 20%1.0-1.8 m, 30-110 kg
SSspeed 35%, attack 30%, sp. defense 20%1.0-1.9 m, 40-130 kg

What a board actually measures

A grade is a weighted score from 1 to 99 for one body in one slot. Roughly 62% of it comes from the weighted base stats above, 28% from how well the height and weight sit inside the slot's band, and 10% from typing — a favoured primary type adds 22 points to the typing component, a favoured secondary adds 10, and a penalised primary costs 26. Base stats are capped at 180 before weighting, so Chansey's 250 hp is read exactly like a 180.

  • The board grade is the mean of eleven offensive slots and the mean of eleven defensive slots, averaged 50/50. An empty slot is skipped by that average, not penalised.
  • Body type is not cosmetic. A 2.0 m, 460 kg body is a monster at defensive tackle and a waste at receiver, where the weight band tops out at 70 kg.
  • Typing is the smallest lever and it is still worth up to 5.8 grade points in a single slot — the difference between a favoured primary and a penalised one.
  • No body plays two jobs. Twenty-two picks, twenty-two jobs, one pool, and every pick is an opportunity cost.

That mix is why the board rewards roster thinking rather than star-hunting. A famous body with the wrong frame grades in the 30s at the slot where it is famous, and a boring 120 kg body with the right typing grades in the 60s at the slot nobody talks about. You are not collecting the best twenty-two players. You are solving an assignment problem: twenty-two jobs, 1,025 applicants, one hire each.

What the simulator does with the finished board

Once all twenty-two slots are filled, the season runs as seventeen games against a schedule that starts soft and ends brutal. Every opponent carries a rating built from your own overall grade plus a week curve, so weeks 1 through 8 are winnable and weeks 10 through 17 are a wall: a strong board might have an 86% win chance in week 1 and a 14% chance in week 17. Game-day variance is deliberately small, which is why better boards win more often than they lose instead of the reverse.

Scores land anywhere from nothing to the fifties depending on how the two ratings and the random roll line up, and each simulation re-rolls the season, so the same twenty-two bodies can finish 12-5 or 8-9. The board is a fingerprint of your decisions; the season is the sample you draw from it.

What the same board quality is worth over many simulated seasons
Board qualityOverall gradeAverage winsPerfect seasons
Best possible Gen 1 board58.09.8about 1 in 3,000
Best possible board, all generations66.412.5about 1 in 500
Mid-pack board, roughly 36th-best body per slot38.23.4effectively never

Why the film angle was always about context

The lesson the all-22 taught coaching staffs is the same lesson the board teaches: nobody is good in isolation. Snorlax, the heaviest body in the original 151 at 460 kg, grades 67 at defensive tackle, 65 at left tackle, 59 at center, and 28 at receiver — one body, six plausible jobs, wildly different value depending on where you deploy him. Because he can only take one job, the real question is not whether Snorlax is good. It is where Snorlax costs you the least.

That is what changed when fans got the wide angle. Watching every player at once turns a sport of highlights into a sport of assignments, and assignments are something you can grade, count and draft. Twenty-two jobs, one pool, seventeen games — the board is the angle with a scoreboard attached.

New to the format? Start with what each of the 22 positions grades, then try the position-by-position walkthrough.

Build a board and see the angle from the other side

Fill all 22 slots, simulate the season, and read your own grade sheet. It takes about ten minutes and there is no account.

What does all 22 mean in football?

It refers to the all-22 film angle: a single wide, high shot that keeps all eleven offensive players and all eleven defenders in frame for the whole snap. Because the camera never cuts to the ball, you can see coverage rotations, blocking assignments and receiver routes across the entire formation at once.

Why is the all-22 called coaches film?

It was the angle coaching staffs graded from. For decades it stayed inside team buildings; in 2012 the league added Coaches Film to its fan-facing Game Rewind package for around $70 a season so anyone could watch the same cut. The nickname stuck because it was the coaches' tool first.

Is All 22 Football the same thing as the all-22 film angle?

No. The film angle is a way of watching real football; All 22 Football is a free browser game that borrows the idea. It borrows the count too: 22 starting jobs, eleven on offense and eleven on defense, drafted from 1,025 Pokémon and simulated over a 17-game season.

How is the board graded?

Each of the 22 slots has its own weights across hp, attack, defense, sp. attack, sp. defense and speed, plus a height and weight band and a typing preference. A grade is about 62% weighted stats, 28% body-type fit and 10% typing, scored from 1 to 99. The overall board grade is the average of the eleven offensive grades and the eleven defensive grades, weighted 50/50.

Do I need to know football to play?

No. The board tells you what every slot wants: the band it prefers, the stats it reads first and the types that help. You learn the shape of a roster by building one — and the fastest way to learn is to fill 22 slots, simulate once and then look at the slots that graded in the 40s.

Keep going

  • All 22 football positions, slot by slot — Football positions explained for the all-22 board: what all 22 slots do on a real snap, and the exact stats, size and typing each job grades.
  • All 22 roster builder — Build your all-22 roster free: 22 football positions, all 1,025 Pokémon, live position grades and a 17-game season simulation. No account needed.
  • All 22 Football draft: snake order and pick strategy — Run an all 22 football draft: snake order, pick clock, generation and type restrictions, positional runs, plus a round-by-round cheat sheet for all 22 jobs.
  • The 17-0 challenge — The 17-0 challenge: fill all 22 slots, then survive a 17-week schedule that hardens every week. Rules, real win rates and the boards that last.
  • All 22 football positions, explained slot by slot — All 22 football positions explained one slot at a time: what each job does on a snap, the stats and body type it grades, and the best fit at every job.
  • How to go 17-0 in All 22 Football — How to go 17-0 in All 22 Football: clear a grade floor at all 22 jobs, balance both lines, budget premium picks and survive a schedule that hardens weekly.