Maybe I'm not looking properly, but I found no topic for this, which just seems a mite odd since I'm sure there must be fans on here and among GTG themselves.
I don't think it's the most amazing game ever, but as a fan of the licence, I think there's a lot to like, both thematically and mechanically. For starters, I haven't really played a pick-up-and-deliver game before, and I've heard people saying it bears similarity to Merchant of Venus (and soon Merchants & Marauders by the sounds of the next expansion), so it fills a niche for me and makes for a decent leisurely game.
The basic premise is that you take on the role of a captain or 'Leader' from a possible 7 (Mal, Nandi, Burgess, Monty, etc.) and take on jobs from various contacts (Badger, Patience, Niska) which might involve regular transportation or smuggling or even bank heists. Obviously, the higher paying jobs carry more risk in terms of 'random events' thrown out by Misbehave cards, which could include skill tests among other things, so you'll generally want more crew and gear to see you through. However, you'll be balancing crew limits and costs against their usefulness along with all the other things that may trouble a captain in the 'Verse; from potential ship breakdowns, avoiding an alliance cruiser while smuggling or the reaver cutter while out in border space right through to managing your cargo space for fuel, spare parts and job-related cargo/contraband/passengers and fugitives.
To keep things simple, you're limited to two actions a turn (of a possible four options: Fly, Buy, Deal, Work), so you can keep track of the moment-to-moment stuff while also keeping an eye on the prize when it comes to the main story goals. It also means you'll want to make the most of every turn where possible, as other players could start getting ahead if you're spending too much time travelling or shopping for supplies rather than completing jobs.
In terms of the downsides, games can take a while, as setup involves 13 decks of cards, with most of them having discard piles right away (shops with supplies already revealed, for example), plus there will probably be a lot of mistakes made by new players unprepared for some of the game's thematically-appropriate misfortunes, which can set them back and lengthen the game somewhat. General consensus is that new players should expect gametime to work out around an hour per player (though, in my experience it's roughly 45 mins - 1 hour less than that total). There are also bound to be a few rule inconsistencies or misinterpretations unless you've read the online FAQ. Most shouldn't be game-breaking, but when things seem so well balanced (all games I've played have been very close), and because players are trying to make the most of those two actions per turn, a minor upset here or there can significantly alter that player's tactics/options and found to be quite critical come game-end. There's also no real direct player interaction beyond setting the Alliance or Reavers on other players when you get the chance, or managing to swoop in and hire away disgruntled crew members; so it may not be as action-packed as some people like (until the Pirates & Bounty Hunters expansion maybe).
Also, the money was designed by the prop artist who did Serenity's and is real purdy.
Mini-review aside though. I really like it for blending the theme and mechanics so well that it feels wholly natural and logical, and now I've gotten my head round the game's mini and meta strategy stuff, there's a lot to appreciate. And because the characters and gear have all sorts of different attributes, along with some of the game's smaller systems (selling salvage as well as working jobs) and a variety of overall game scenarios with different goals, it allows for a variety or playstyles and, therefore, a lot of replayability. Though, I guess I could still understand claims that some people find it 'repetitive' if you strip away the theme and don't consider the 'bigger picture' in terms of strategy.
And I'm looking forward to what the future brings as well, because the game feels very sandbox-y so players are tweaking rules or creating variants, and the designers themselves say they have 8 expansions planned. I guess a cynical person might not appreciate something like that, but it'll be interesting to see what directions it takes the game. I can already see that Jubal Early will be making an appearance, hunting down people's wanted crew, or you can be pirates and raid other ships. I'm not sure how the licensing works, but it seems like some Serenity stuff could be included (they've already got the Misbehave stuff, Fruity Oaty Bar faces as disgruntled tokens, among other things) so that would be interesting.
p.s. I didn’t come here to plug anything, but if anyone is interested in a full review, I have one here, with pictures and everything!: http://pressxordie.com/2014/01/13/roll-6-or-die-review-firefly-the-game/