"Legend of Invasion" can be described as an obstacle course scenario for two or more players. Rather than being an FF or B&D-style multiplayer, where you have to kill your enemy, you and 6 other players are all allied against a common enemy and need to compete to see who will get to the easternmost corner of the map first. This idea is very good, but I can only wish that it's implementation was as excellent.
The map of this scenario is done in an okay fashion. The necessary pathways are marked, you can see the occasional pavilion and/or pallisade, and that is pretty much it. The whole map is made, or as I would define it, carved in the midst of a mesoamerican jungle, and as we all know, too many trees cause significant lag, especially in a multiplayer game.
The instructions of this multiplayer are, unfortunately, very poor. The only thing that is mentioned is that one needs to destroy the mage near the cathedral at the east of the map - that's it. No information about your competition, or how the way there would be like, or any hints to make it a little easier on the first time around. Just a mission statement. Although these are very bad instructions, at least they do exist and they are correct, which I think earns it a 2.
Creativity is where Legend of Invasion shines. This is probably the only scenario of it's kind that I have yet to see, including what I like to call "mini-massacres", as in a looping trigger that, once switched on, creates and tasks enemy units to a nearby spot until the trigger is switched off. This way you both need to face the created units and try to stop them from being created all the time via destroying the place they come from (luckily you have a few priests to assist you). One can see many mini-massacres throughout this scenario.
Balance might be the most puzzling aspect about "Legend" that I encountered while trying to figure out what score I should give. On one hand, all of the upgrade triggers in the scenario apply to all of the 7 competing players. Theoretically, all the 7 have an equal chance to get to the destination first. But there is a very disturbing thing about this scenario: The distances from the starting points to the initial destination vary according to which player you are! If you are fortunate enough to be yellow or cyan, getting to the first upgrade spot should be a walk in the park in comparison to the unlucky blue and grey players, a great deal farther from that spot and with more enemies (!) in their way to encounter.
Playability, however, is a better thing about LOI. As you try to beat time, your competitors, and not get killed in the process, you find yourself enjoying this unique multiplayer scenario.
Put short, there are many good aspects about Legend of Invasion, but unfortunately the bad aspects outnumber them. I look forward to the next version (?) of LOI, because with a little improvement this very well may be in the best of aok, or even (I daresay) a pick of the week someday. :)