The Bagh Chal board is a square of five points by five points, 25 points in total. Pieces sit on the intersections, never inside the squares. Every point is joined to its neighbours by lines, and a piece may only travel along a line to an adjacent point.
Five rows and five columns, each split into four segments, give 40 orthogonal connections between neighbouring points. On top of that sit the diagonals, and this is the part beginners misread. The diagonals do not cross every square. They form the alquerque pattern, in which each of the sixteen small squares carries exactly one diagonal, arranged so that the diagonals meet only at alternate points. That adds 16 more connections, for 56 lines in all.
The practical consequence is that not every point is equal. Count the lines meeting each point and you get four classes:
- The centre point has eight connections. It is the single most valuable square on the board.
- Four inner points have eight connections each, the ones diagonally in from each corner.
- Four edge midpoints have five connections, and four inner points on the orthogonal cross have four.
- The four corners and the eight remaining edge points have three connections each. These are the dead ends.
A tiger on a three-connection corner is nearly trapped already. A tiger on the centre is looking at eight directions of attack. Almost every good move in Bagh Chal is an argument about connectivity, and reading the board as a network rather than a grid is the single biggest step up a new player can make.