From a game in the Film Room, Summary shows the numbers your team counts -- snaps, yards, success rate, explosives, third down, red zone, your average call grade -- against the goals you set. Full analysis adds the situational splits, the tendency table, the calls ranked two ways, and the things to work on. Both are the same report; the buttons at the top switch blocks on and off, and the page prints as it stands.
It tells you what it could not count first
A report on a half-charted game is honest about it. The opener says how many snaps had no gain entered, no down and distance, no grade, or no rush/pass type on their play, and every figure shows how many snaps it counted out of how many were snapped. A success rate over 18 of 54 snaps says so.
Whose numbers these are
Success rate needs a line for each down and explosives need a rush line and a pass line, and staffs disagree about all of them. Yours are set once, in Settings under Game goals. Until you change them the report uses the common conventions and says "default" beside the figure; after, it says "your numbers". Set a goal on a metric and the figure grades itself against it -- that is where "what worked and what didn't" comes from.
What worked, two ways
Calls are ranked by result (yards a play, success) and by your own grade, because they answer different questions. The most useful line on the page is where they disagree: a call that graded well and gained nothing is a different problem from one that graded badly and broke for thirty.
Things to work on
Each finding is one sentence from a rule -- a call well below the game's success rate, a situation the unit never got out of, a goal missed -- and names the snaps behind it so you can go and watch them rather than take the sentence's word for it. Every snap number is a link: it opens that snap on the game's sheet. Nothing here is written by a model.
Drives and the score
Drives are worked out from the chart, not entered: a drive ends when the unit on the field changes, on a score or a turnover, at a kick, or at halftime. Each one says how it was judged to end, and when the chart does not say why the ball changed hands it reads "Possession changed" rather than guessing. If you keep the score on the game-day log, By situation also splits every figure by ahead, tied and behind; snaps with no score entered are counted in the opener, never guessed.
Sending it to your staff
Send to staff puts the report in your coaches' deliveries. It goes to coaches only -- players never receive a game report -- and it is the live report, so snaps charted after you send it show up when they open it.
Defense reads the other way around: fewer yards a play is the good number. The report flips the verdicts for you. The same report runs over an opponent's film too: open their scouting report and use Report from film.