No one in particular wrote:[The MK is] ... one big hex that can be entered and left at any time, regardless of whose turn it is, or how much move you have, and allows access to other hexes that are in no way adjacent. The regular rules of turn and move totally don't apply!
Sure they do. I've seen no movement or turn rules violated by the MK, either the area or the inhabitants. The rules for movement might
be stated as this:
1) It costs movement to cross a hex boundary;
2) The amount of movement it costs is determined by the terrain type of the hex being entered;
3) Movement within a hex is free (i.e. costs no movement, and can still happen if a unit has zero movement such as a garrison unit or a unit moving off-turn) with the exception of cities;
4) City movement is free with the following exceptions [exceptions excluded for brevity].
While speculative, we've seen some examples which indicate that the zone boundary is the point at which remaining move and/or on-turn status is checked. This happens on-turn with the (then) garrison unit Parson being denied hex boundary crossing, and off-turn with Jillian being unable to follow Stanley and bouncing off of the hex boundary.
The MK does not break these rules, as no zone boundary is crossed when entering or exiting the MK. The MK merely has a standing exploit in the portals, in much the same way as Parson's falling maneuver allowed GK units who could otherwise not move to land, and then once landed to move freely from the garrison to the tower and dungeons. You do not cross a hex boundary when you use a MK portal, even though you do move from one hex to another.
Lamech wrote:A surprise attack against a kingdom full of predictamancers and lookamancers, and also commanding the most powerful super-weapons on erf (links)? I have some improvements to this battle plan. One: invade Russia in winter after equipping your forces in swimsuits.
No one expects the Spanish Inquisition!